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#version 310 es | ||
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precision highp float; | ||
precision highp int; | ||
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struct GlobalConst { | ||
uint a; | ||
uvec3 b; | ||
int c; | ||
}; | ||
struct AlignedWrapper { | ||
int value; | ||
}; | ||
struct Baz { | ||
mat3x2 m; | ||
}; | ||
struct MatCx2InArray { | ||
mat4x2 am[2]; | ||
}; | ||
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float read_from_private(inout float foo_2) { | ||
float _e1 = foo_2; | ||
return _e1; | ||
} | ||
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float test_arr_as_arg(float a[5][10]) { | ||
return a[4][9]; | ||
} | ||
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void assign_through_ptr_fn(inout uint p) { | ||
p = 42u; | ||
return; | ||
} | ||
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void assign_array_through_ptr_fn(inout vec4 foo_3[2]) { | ||
foo_3 = vec4[2](vec4(1.0), vec4(2.0)); | ||
return; | ||
} | ||
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int array_by_value(int a_1[5], int i) { | ||
return a_1[i]; | ||
} | ||
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void main() { | ||
uint vi_1 = uint(gl_VertexID); | ||
int arr_1[5] = int[5](1, 2, 3, 4, 5); | ||
int value = arr_1[vi_1]; | ||
gl_Position = vec4(ivec4(value)); | ||
gl_Position.yz = vec2(-gl_Position.y, gl_Position.z * 2.0 - gl_Position.w); | ||
return; | ||
} | ||
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