File: glsl-const-builtin-inversesqrt.shader_test

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[require]
GLSL >= 1.20

[vertex shader]
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
void main()
{
    const vec3 v = inversesqrt(vec3(16.0));

    /* The following values are undefined but the compiler should not crash. */
    const float undef1 = inversesqrt(0.0);
    const float undef2 = inversesqrt(-1.0);

    gl_FragColor = vec4(v, undef1 + undef2);
}

[test]
draw rect -1 -1 2 2
probe all rgb 0.25 0.25 0.25