31 lines
831 B
GLSL
31 lines
831 B
GLSL
#version 310 es
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precision mediump float;
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float f1(float a[4]) {
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return a[3];
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}
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float f2(float a[3][4]) {
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return a[2][3];
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}
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float f3(float a[2][3][4]) {
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return a[1][2][3];
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}
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layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
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void tint_symbol() {
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float a1[4] = float[4](0.0f, 0.0f, 0.0f, 0.0f);
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float a2[3][4] = float[3][4](float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f));
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float a3[2][3][4] = float[2][3][4](float[3][4](float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f)), float[3][4](float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f), float[4](0.0f, 0.0f, 0.0f, 0.0f)));
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float v1 = f1(a1);
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float v2 = f2(a2);
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float v3 = f3(a3);
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return;
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}
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void main() {
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tint_symbol();
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}
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