#version 450 core in float in1; in vec2 in2; in vec3 in3; in vec4 in4; void main() { vec2 v2 = dFdxFine(in2); vec3 v3 = dFdyCoarse(in3); vec4 v4 = fwidth(in4); v4 = dFdyFine(in4); v3 = dFdyFine(in3); float f = dFdx(in1) + dFdxFine(in1) + dFdxCoarse(in1); v4 = fwidthCoarse(in4) + fwidthFine(in4); float cull = gl_CullDistance[2]; float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances + gl_MaxSamples; if (gl_HelperInvocation) ++v4; int sum = gl_MaxVertexImageUniforms + gl_MaxFragmentImageUniforms + gl_MaxComputeImageUniforms + gl_MaxCombinedImageUniforms + gl_MaxCombinedShaderOutputResources; bool b1, b3, b; uint uin; bvec2 b2 = mix(bvec2(b1), bvec2(b3), bvec2(b)); uint um = mix(uin, uin, b); ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b)); } uniform sampler2DMS s2dms; uniform usampler2DMSArray us2dmsa; layout(rgba32i) uniform iimage2DMS ii2dms; layout(rgba32f) uniform image2DMSArray i2dmsa; void foo() { int s = textureSamples(s2dms); s += textureSamples(us2dmsa); s += imageSamples(ii2dms); s += imageSamples(i2dmsa); float f = imageAtomicExchange(i2dmsa, ivec3(in3), 2, 4.5); } #extension GL_ARB_sparse_texture2: enable uniform sampler2D s2D; uniform isampler2DArray is2DArray; uniform sampler2DRectShadow s2DRectShadow; in flat ivec2 offsets[4]; in vec2 c2; in vec3 c3; void testOffsets() { vec4 texel = vec4(0.0); ivec4 itexel = ivec4(0); const ivec2 constOffsets[4] = ivec2[4](ivec2(1,2), ivec2(3,4), ivec2(15,16), ivec2(-2,0)); sparseTextureGatherOffsetsARB(s2D, c2, constOffsets, texel); sparseTextureGatherOffsetsARB(is2DArray, c3, constOffsets, itexel, 2); sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, constOffsets, texel); sparseTextureGatherOffsetsARB(s2D, c2, offsets, texel); // Error : Non constant offsets sparseTextureGatherOffsetsARB(is2DArray, c3, offsets, itexel, 2); // Error : Non constant offsets sparseTextureGatherOffsetsARB(s2DRectShadow, c2, 2.0, offsets, texel); // Error : Non constant offsets } in float gl_CullDistance[6]; float cull(int i) { return (i >= 6) ? gl_CullDistance[5] : gl_CullDistance[i]; } layout(location = 6) in bName1 { float f; layout(location = 7) float g; mat4 m; } bInst1; layout(location = 12) in bName2 { float f; layout(location = 13) float g; // ERROR, location on array } bInst2[3]; layout(early_fragment_tests) in float f; // ERROR, must be standalone