#version 430 #extension GL_3DL_array_objects : enable out Vertex { vec4 Position; // API transform/feedback will use “Vertex.Position” vec2 Texture; } Coords; // shader will use “Coords.Position” out Vertex2 { vec4 Color; // API will use “Color” }; uniform Transform { // API uses “Transform[2]” to refer to instance 2 mat4 ModelViewMatrix; mat4 ModelViewProjectionMatrix; vec4 a[]; // array will get implicitly sized float Deformation; } transforms[4]; layout(location = 3) in vec4 normal; layout(location = 6) in vec4 colors[3]; layout(location = 9) in mat4 transforms2[2]; layout(location = 3) struct S { vec3 a1; mat2 b; vec4 c[2]; } s; layout(triangles, invocations = 6) in; layout(lines) in; // legal for Color2, input size is 2, matching Color2 layout(triangle_strip, max_vertices = 60) out; // order does not matter layout(max_vertices = 60) out; // redeclaration okay layout(triangle_strip) out; // redeclaration okay //layout(points) out; // error, contradicts triangle_strip //layout(max_vertices = 30) out; // error, contradicts 60 layout(stream = 1) out; layout(stream=1) out; // default is now stream 1 out vec4 var1; // var1 gets default stream (1) layout(stream=2) out Block1 { // "Block1" belongs to stream 2 layout(stream=2) vec4 var2; // redundant block member stream decl layout(stream=3) vec2 var3; // ILLEGAL (must match block stream) vec3 var4; // belongs to stream 2 }; layout(stream=0) out; // default is now stream 0 out vec4 var5; // var5 gets default stream (0) out Block2 { // "Block2" gets default stream (0) vec4 var6; }; layout(stream=3) out vec4 var7; // var7 belongs to stream 3 layout(shared, column_major) uniform; layout(shared, column_major) buffer; layout(row_major, column_major) layout(shared, row_major) uniform; // default is now shared and row_major layout(std140) uniform Transform2 { // layout of this block is std140 mat4 M1; // row_major layout(column_major) mat4 M2; // column major mat3 N1; // row_major }; layout(column_major) uniform T3 { // shared and column_major mat4 M13; // column_major layout(row_major) mat4 m14; // row major mat3 N12; // column_major }; // in one compilation unit... layout(binding=3) uniform sampler2D s17; // s bound to unit 3 // in another compilation unit... uniform sampler2D s17; // okay, s still bound at 3 // in another compilation unit... //layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings layout (binding = 2, offset = 4) uniform atomic_uint a2; layout (binding = 2) uniform atomic_uint bar; layout (binding = 2, offset = 4) uniform atomic_uint; layout (binding = 2) uniform atomic_uint bar; // offset is 4 layout (offset = 8) uniform atomic_uint bar23; // error, no default binding layout (binding=3, offset=4) uniform atomic_uint a2; // offset = 4 layout (binding=2) uniform atomic_uint b2; // offset = 0 layout (binding=3) uniform atomic_uint c2; // offset = 8 layout (binding=2) uniform atomic_uint d2; // offset = 4 //layout (offset=4) // error, must include binding //layout (binding=1, offset=0) a; // okay //layout (binding=2, offset=0) b; // okay //layout (binding=1, offset=0) c; // error, offsets must not be shared // // between a and c //layout (binding=1, offset=2) d; // error, overlaps offset 0 of a flat in vec4 gl_FrontColor; // input to geometry shader, no “gl_in[]” flat out vec4 gl_FrontColor; // output from geometry shader invariant gl_Position; // make existing gl_Position be invariant out vec3 ColorInv; invariant ColorIvn; // make existing Color be invariant invariant centroid out vec3 Color4; precise out vec4 position; out vec3 Color5; precise Color5; // make existing Color be precise in vec4 a, b, c, d; precise out vec4 v; coherent buffer Block { readonly vec4 member1; vec4 member2; }; buffer Block2a { coherent readonly vec4 member1A; coherent vec4 member2A; }; shared vec4 shv; vec4 funcA(restrict image2D a) { } vec4 funcB(image2D a) { } layout(rgba32f) uniform image2D img1; layout(rgba32f) coherent uniform image2D img2; float func(float e, float f, float g, float h) { return (e*f) + (g*h); // no constraint on order or // operator consistency } float func2(float e, float f, float g, float h) { precise float result = (e*f) + (g*h); // ensures same precision for // the two multiplies return result; } float func3(float i, float j, precise out float k) { k = i * i + j; // precise, due to declaration } void main() { vec3 r = vec3(a * b); // precise, used to compute v.xyz vec3 s = vec3(c * d); // precise, used to compute v.xyz v.xyz = r + s; // precise v.w = (a.w * b.w) + (c.w * d.w); // precise v.x = func(a.x, b.x, c.x, d.x); // values computed in func() // are NOT precise v.x = func2(a.x, b.x, c.x, d.x); // precise! func3(a.x * b.x, c.x * d.x, v.x); // precise! funcA(img1); // OK, adding "restrict" is allowed, ERROR, changing formats funcB(img2); // illegal, stripping "coherent" is not, ERROR, changing formats { struct light { float intensity; vec3 position; }; light lightVar = light(3.0, vec3(1.0, 2.0, 3.0)); } { const float c[3] = float[3](5.0, 7.2, 1.1); const float d[3] = float[](5.0, 7.2, 1.1); float g; float a[5] = float[5](g, 1, g, 2.3, g); float b[3]; b = float[3](g, g + 1.0, g + 2.0); } { vec4 b[2] = { vec4(1.0), vec4(1.0) }; vec4[3][2](b, b, b); // constructor vec4[][2](b, b, b); // constructor, valid, size deduced vec4[3][](b, b, b); // compile-time error, invalid type constructed } }