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[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
uniform vec4 color;
void main()
{
/* Test for a bug in the Mesa IR optimizer where source
* register values for arithmetic ops were considered based on
* a destination channel count basis rather than the positions
* of the channels in the writemask.
*/
gl_FragColor.xzw = vec3(0.0);
gl_FragColor.y = color.w + color.y;
}
[test]
uniform vec4 color 0.0 1.0 0.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 0.0 1.0 0.0
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