Add missing GLSL tests

This commit is contained in:
Dzmitry Malyshau
2021-12-02 13:07:51 -05:00
parent 9fac7c48a6
commit 6fbd668bd3
4 changed files with 116 additions and 0 deletions

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#version 400 core
struct FragmentInput {
vec4 position;
uint flat_;
float linear;
vec2 linear_centroid;
vec3 linear_sample;
vec4 perspective;
float perspective_centroid;
float perspective_sample;
};
flat in uint _vs2fs_location0;
noperspective in float _vs2fs_location1;
noperspective centroid in vec2 _vs2fs_location2;
noperspective sample in vec3 _vs2fs_location3;
smooth in vec4 _vs2fs_location4;
smooth centroid in float _vs2fs_location5;
smooth sample in float _vs2fs_location6;
void main() {
FragmentInput val = FragmentInput(gl_FragCoord, _vs2fs_location0, _vs2fs_location1, _vs2fs_location2, _vs2fs_location3, _vs2fs_location4, _vs2fs_location5, _vs2fs_location6);
return;
}

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#version 400 core
struct FragmentInput {
vec4 position;
uint flat_;
float linear;
vec2 linear_centroid;
vec3 linear_sample;
vec4 perspective;
float perspective_centroid;
float perspective_sample;
};
flat out uint _vs2fs_location0;
noperspective out float _vs2fs_location1;
noperspective centroid out vec2 _vs2fs_location2;
noperspective sample out vec3 _vs2fs_location3;
smooth out vec4 _vs2fs_location4;
smooth centroid out float _vs2fs_location5;
smooth sample out float _vs2fs_location6;
void main() {
FragmentInput out_;
out_.position = vec4(2.0, 4.0, 5.0, 6.0);
out_.flat_ = 8u;
out_.linear = 27.0;
out_.linear_centroid = vec2(64.0, 125.0);
out_.linear_sample = vec3(216.0, 343.0, 512.0);
out_.perspective = vec4(729.0, 1000.0, 1331.0, 1728.0);
out_.perspective_centroid = 2197.0;
out_.perspective_sample = 2744.0;
FragmentInput _e30 = out_;
gl_Position = _e30.position;
_vs2fs_location0 = _e30.flat_;
_vs2fs_location1 = _e30.linear;
_vs2fs_location2 = _e30.linear_centroid;
_vs2fs_location3 = _e30.linear_sample;
_vs2fs_location4 = _e30.perspective;
_vs2fs_location5 = _e30.perspective_centroid;
_vs2fs_location6 = _e30.perspective_sample;
return;
}

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#version 300 es
precision highp float;
precision highp int;
struct VertexOutput {
vec2 uv;
vec4 position;
};
uniform highp sampler2D _group_0_binding_0;
smooth in vec2 _vs2fs_location0;
layout(location = 0) out vec4 _fs2p_location0;
void main() {
vec2 uv_1 = _vs2fs_location0;
vec4 color = texture(_group_0_binding_0, vec2(uv_1));
if ((color.w == 0.0)) {
discard;
}
vec4 premultiplied = (color.w * color);
_fs2p_location0 = premultiplied;
return;
}

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#version 300 es
precision highp float;
precision highp int;
struct VertexOutput {
vec2 uv;
vec4 position;
};
layout(location = 0) in vec2 _p2vs_location0;
layout(location = 1) in vec2 _p2vs_location1;
smooth out vec2 _vs2fs_location0;
void main() {
vec2 pos = _p2vs_location0;
vec2 uv = _p2vs_location1;
VertexOutput _tmp_return = VertexOutput(uv, vec4((1.2000000476837158 * pos), 0.0, 1.0));
_vs2fs_location0 = _tmp_return.uv;
gl_Position = _tmp_return.position;
return;
}