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[require]
GLSL >= 1.30
GL_ARB_shader_bit_encoding
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_shader_bit_encoding: require
out vec4 frag_color;
uniform uint a, b;
void main()
{
/* Adding a + b yields 0x80000000, which when reinterpreted as a float
* is -0.0. -0.0 == +0.0 is true, but if we did the comparison against
* the unsigned value it would incorrectly be false.
*/
if (uintBitsToFloat(a + b) == 0.0)
frag_color = vec4(0.0, 1.0, 0.0, 1.0);
else
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
piglit_vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
uniform uint a 0x40000000
uniform uint b 0x40000000
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0
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