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[require]
GLSL >= 1.20
[vertex shader]
#version 120
attribute vec3 vertex;
uniform mat4 mvp = mat4(1.);
uniform int i = 3;
void main()
{
vec4 tmp;
/* These two blocks of code should produce the same result, but for some
* reason the tmp[3] assignment in the first version gets eliminated by
* one of Mesa's optimization passes.
*/
#if 1
tmp[i] = 1.0;
tmp.xyz = vertex;
#else
tmp.w = 1.0;
tmp.xyz = vertex;
#endif
gl_Position = mvp * tmp;
}
[fragment shader]
void main()
{
gl_FragColor = vec4(0., 1., 0., 1.);
}
[vertex data]
vertex/float/3
1.0 1.0 1.0
-1.0 1.0 1.0
-1.0 -1.0 1.0
1.0 -1.0 1.0
[test]
draw arrays GL_TRIANGLE_FAN 0 4
relative probe rgb (.5, .5) (0.0, 1.0, 0.0)
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