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

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@ -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) { if (true) {
return l0; l1 = l0;
return;
} }
return l0; l1 = l0;
return;
} }
void main(void) { void main(void) {
fragColor = F0(gl_FragCoord); F0(gl_FragCoord, gl_FragData[0]);
} }

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

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

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