Fixed shader testdata (except msl)

This commit is contained in:
Zyko 2024-04-12 00:09:36 +02:00
parent 15ccaf1998
commit 042fdab3d0
5 changed files with 43 additions and 37 deletions

View File

@ -3,31 +3,32 @@ uniform float U1;
uniform float U2;
int F0(in int l0);
vec4 F1(in vec4 l0);
void F1(in vec4 l0, out vec4 l1);
int F0(in int l0) {
return l0;
}
vec4 F1(in vec4 l0) {
int l1 = 0;
int l3 = 0;
l1 = 0;
for (int l2 = 0; l2 < 10; l2++) {
int l3 = 0;
l3 = F0(l2);
l1 = (l1) + (l3);
for (int l4 = 0; l4 < 10; l4++) {
int l5 = 0;
l5 = F0(l4);
l1 = (l1) + (l5);
void F1(in vec4 l0, out vec4 l1) {
int l2 = 0;
int l4 = 0;
l2 = 0;
for (int l3 = 0; l3 < 10; l3++) {
int l4 = 0;
l4 = F0(l3);
l2 = (l2) + (l4);
for (int l5 = 0; l5 < 10; l5++) {
int l6 = 0;
l6 = F0(l5);
l2 = (l2) + (l6);
}
}
l3 = 0;
l1 = (l1) + (l3);
return vec4(float(l1));
l4 = 0;
l2 = (l2) + (l4);
l1 = vec4(float(l2));
return;
}
void main(void) {
fragColor = F1(gl_FragCoord);
F1(gl_FragCoord, gl_FragData[0]);
}

View File

@ -1,12 +1,14 @@
vec4 F0(in vec4 l0);
void F0(in vec4 l0, out vec4 l1);
vec4 F0(in vec4 l0) {
void F0(in vec4 l0, out vec4 l1) {
if (true) {
return l0;
l1 = l0;
return;
}
return l0;
l1 = l0;
return;
}
void main(void) {
fragColor = F0(gl_FragCoord);
F0(gl_FragCoord, gl_FragData[0]);
}

View File

@ -1,13 +1,14 @@
vec4 F0(in vec4 l0);
void F0(in vec4 l0, out vec4 l1);
vec4 F0(in vec4 l0) {
vec4 l1 = vec4(0);
for (float l2 = 0.0; l2 < 4.0; l2++) {
(l1).x = ((l1).x) + ((l2) * (1.0000000000e-02));
void F0(in vec4 l0, out vec4 l1) {
vec4 l2 = vec4(0);
for (float l3 = 0.0; l3 < 4.0; l3++) {
(l2).x = ((l2).x) + ((l3) * (1.0000000000e-02));
}
return l1;
l1 = l2;
return;
}
void main(void) {
fragColor = F0(gl_FragCoord);
F0(gl_FragCoord, gl_FragData[0]);
}

View File

@ -1,6 +1,6 @@
void F2(void);
void F3(void);
vec4 F5(in vec4 l0);
void F5(in vec4 l0, out vec4 l1);
void F2(void) {
}
@ -9,11 +9,12 @@ void F3(void) {
F2();
}
vec4 F5(in vec4 l0) {
void F5(in vec4 l0, out vec4 l1) {
F3();
return vec4(0.0);
l1 = vec4(0.0);
return;
}
void main(void) {
fragColor = F5(gl_FragCoord);
F5(gl_FragCoord, gl_FragData[0]);
}

View File

@ -2,12 +2,13 @@ uniform vec2 U0;
in vec2 V0;
in vec4 V1;
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2);
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3);
vec4 F0(in vec4 l0, in vec2 l1, in vec4 l2) {
return vec4((l0).x, (l1).y, (l2).z, 1.0);
void F0(in vec4 l0, in vec2 l1, in vec4 l2, out vec4 l3) {
l3 = vec4((l0).x, (l1).y, (l2).z, 1.0);
return;
}
void main(void) {
fragColor = F0(gl_FragCoord, V0, V1);
F0(gl_FragCoord, V0, V1, gl_FragData[0]);
}