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[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
const vec2 v = normalize(vec2(1.0, 1.0));
/* Attempt to normalize the zero vector. The specification is unclear
* about the results, but ATI returns the zero vector. At any rate, the
* compiler should not crash.
*/
const vec2 z = normalize(vec2(0.0, 0.0));
gl_FragColor = vec4(v.x, z.x, z.y, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgb 0.7071067811865475 0.0 0.0
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