File: glsl-fs-if-texture2d-discard.shader_test

package info (click to toggle)
piglit 0~git20150829-59d7066-1%2Bdeb9u1
  • links: PTS, VCS
  • area: main
  • in suites: stretch
  • size: 39,280 kB
  • sloc: ansic: 191,513; xml: 43,580; cpp: 29,351; python: 18,307; lisp: 8,347; sh: 507; makefile: 17; pascal: 5
file content (33 lines) | stat: -rw-r--r-- 578 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
[require]
GLSL >= 1.10

[vertex shader]
varying vec4 texcoords;

void main()
{
	gl_Position = gl_Vertex;
	texcoords = (gl_Vertex + 1.0) / 2.0;
}

[fragment shader]
varying vec4 texcoords;
uniform sampler2D tex;

void main()
{
	if (texture2D(tex, texcoords.xy).x < 0.5)
		discard;

	gl_FragColor = vec4(1.0);
}

[test]
clear color 0 0 0 0
clear
texture rgbw 0 (8, 8)
draw rect -1 -1 2 2
relative probe rgb (0.25, 0.25) (1.0, 1.0, 1.0)
relative probe rgb (0.75, 0.25) (0.0, 0.0, 0.0)
relative probe rgb (0.25, 0.75) (0.0, 0.0, 0.0)
relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)