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[require]
GLSL >= 1.10
[vertex shader]
varying vec2 texcoords;
void main()
{
gl_Position = gl_Vertex;
texcoords = (gl_Vertex.xy + 1.0) / 2.0;
}
[fragment shader]
uniform sampler2D tex;
uniform float f;
varying vec2 texcoords;
void main()
{
float a = texture2D(tex, texcoords).a;
/* always false */
if (f < 0.0)
a *= 2.0;
gl_FragColor = vec4(a);
}
[test]
uniform int tex 0
uniform float f 1.0
texture rgbw 0 (8, 8)
draw rect -1 -1 2 2
probe all rgba 1.0 1.0 1.0 1.0
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