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
|
[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
uniform vec3 vec_a;
uniform vec3 vec_b;
void main()
{
/* This is just doing some random calculations. This should end up
with tmp_vec = vec_a */
vec3 tmp_vec = vec_a * 3.0;
tmp_vec /= length (tmp_vec);
/* For some reason, tmp_vec here seems to get negated twice and
the wrong value results */
float dot_value = dot(-tmp_vec, vec_b);
gl_FragColor.xyz = vec3 (dot_value);
gl_FragColor.a = 1.0;
}
[test]
uniform vec3 vec_a 1.0 0.0 0.0
uniform vec3 vec_b -1.0 0.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 1.0 1.0 1.0
|