#version 450 layout(constant_id = 200) const float sp_float = 3.1415926; layout(constant_id = 201) const int sp_int = 10; layout(constant_id = 202) const uint sp_uint = 100; layout(constant_id = 203) const int sp_sint = -10; layout(constant_id = 204) const double sp_double = 2.718281828459; // // Scalars // // float <-> double conversion const float float_from_double = float(sp_double); const double double_from_float = double(sp_float); // uint/int <-> bool conversion const bool bool_from_int = bool(sp_int); const bool bool_from_uint = bool(sp_uint); const int int_from_bool = int(bool_from_int); const uint uint_from_bool = uint(bool_from_int); // uint <-> int const uint sp_uint_from_sint = uint(sp_sint); const int sp_sint_from_uint = int(sp_uint); // Negate and Not const int negate_int = -sp_int; const int not_int = ~sp_int; // Add and Subtract const int sp_int_add_two = sp_int + 2; const int sp_int_add_two_sub_three = sp_int + 2 - 3; const int sp_int_add_two_sub_four = sp_int_add_two - 4; // Mul, Div and Rem const int sp_sint_mul_two = sp_sint * 2; const uint sp_uint_mul_two = sp_uint * 2; const int sp_sint_mul_two_div_five = sp_sint_mul_two / 5; const uint sp_uint_mul_two_div_five = sp_uint_mul_two / 5; const int sp_sint_rem_four = sp_sint % 4; const uint sp_uint_rem_four = sp_uint % 4; const int sp_sint_mul_three_div_five = sp_sint * 3 / 5; // Shift const int sp_sint_shift_right_arithmetic = sp_sint >> 10; const uint sp_uint_shift_right_arithmetic = sp_uint >> 20; const int sp_sint_shift_left = sp_sint << 1; const uint sp_uint_shift_left = sp_uint << 2; // Bitwise And, Or, Xor const int sp_sint_or_256 = sp_sint | 0x100; const uint sp_uint_xor_512 = sp_uint ^ 0x200; /* // Scalar comparison */ const bool sp_int_lt_sp_sint = sp_int < sp_sint; const bool sp_uint_equal_sp_uint = sp_uint == sp_uint; const bool sp_int_gt_sp_sint = sp_int > sp_sint; // // Vectors // const ivec4 iv = ivec4(20, 30, sp_int, sp_int); const uvec4 uv = uvec4(sp_uint, sp_uint, -1, -2); //const vec4 fv = vec4(sp_float, 1.25, sp_float, 1.25); // uint/int <-> bool conversion const bvec4 bv_from_iv = bvec4(iv); const bvec4 bv_from_uv = bvec4(uv); const ivec4 iv_from_bv = ivec4(bv_from_iv); const uvec4 uv_from_bv = uvec4(bv_from_iv); // uint <-> int const uvec4 uv_from_iv = uvec4(iv); const ivec4 iv_from_uv = ivec4(uv); // Negate and Not const ivec4 not_iv = ~iv; const ivec4 negate_iv = -iv; // Add and Subtract const ivec4 iv_add_two = iv + 2; const ivec4 iv_add_two_sub_three = iv + 2 - 3; const ivec4 iv_add_two_sub_four = iv_add_two_sub_three - 4; // Mul, Div and Rem const ivec4 iv_mul_two = iv * 2; const ivec4 iv_mul_two_div_five = iv_mul_two / 5; const ivec4 iv_rem_four = iv % 4; // Shift const ivec4 iv_shift_right_arithmetic = iv >> 10; const ivec4 iv_shift_left = iv << 2; // Bitwise And, Or, Xor const ivec4 iv_or_1024 = iv | 0x400; const uvec4 uv_xor_2048 = uv ^ 0x800; // Swizzles const int iv_x = iv.x; const ivec2 iv_yx = iv.yx; const ivec3 iv_zyx = iv.zyx; const ivec4 iv_yzxw = iv.yzxw; int non_const_array_size_from_spec_const() { int array[sp_int + 2]; for (int i = 0; i < sp_int + 2; i++) { array[i] = 1023; } return array[sp_int + 1]; } // ternary layout(constant_id = 210) const int a = 4; layout(constant_id = 211) const int b = 6; layout(constant_id = 212) const bool c = true; int ternayArray1[a > b ? a : b]; const int t1 = c ? 13 : 17; const int t2 = c ? a : 17; const int t3 = true ? a : 17; const int t4 = a > b ? 13 + a : 17 * b; const vec2 v2 = !c ? vec2(1.0) : vec2(2.0); void main() {}