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# [description]
# This test exercises a bug found in Mesa: taking the absolute value
# of -x should yield abs(x), not -abs(x).
#
# In this test, the intermediate value, -x, is also used in the
# shader.
[require]
GLSL >= 1.10
[vertex shader]
#version 110
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
#version 110
uniform float x;
void main(void)
{
float y = -x;
float z = abs(y);
gl_FragColor = vec4(0.5 + x, 0.5 + y, 0.5 + z, 1.0);
}
[test]
uniform float x 0.25
draw rect -1 -1 2 2
probe all rgba 0.75 0.25 0.75 1.0
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