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[require]
GLSL >= 1.20
[vertex shader]
#version 120
int i = 1;
uniform ivec2 j = ivec2(2,3);
ivec3 k = ivec3(4,5,6);
const ivec4 l = ivec4(7,8,9,10);
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
mat4x3 m4 = mat4x3(ivec3(i, j), k, ivec3(l[2]), l.gra);
if (m4 == mat4x3(1.0,2.0,3.0, 4.0,5.0,6.0, 9.0,9.0,9.0, 8.0,7.0,10.0))
gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[fragment shader]
void main()
{
gl_FragColor = gl_Color;
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
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