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[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
/* Divide by 10 to get a decimal part */
float x = gl_FragCoord.x / 10.0;
/* Divide by 25.0 to bring it into the [0, 1] range. */
gl_FragColor = vec4(floor(x) / 25.0, -floor(-x) / 25.0, 0.0, 1.0);
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw rect 0 0 250 250
probe rgb 1 1 0.00 0.04 0
probe rgb 63 63 0.24 0.28 0
probe rgb 125 125 0.48 0.52 0
probe rgb 249 249 0.96 1.0 0
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