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[require]
GLSL >= 1.10
[vertex shader]
uniform vec3 arg0;
uniform vec3 arg1;
uniform vec3 zeroes;
varying vec3 color;
void main()
{
gl_Position = gl_Vertex;
/* try to trigger register aliasing issues */
vec3 val = arg0 + zeroes;
val = cross(val, arg1);
color = val + zeroes;
}
[fragment shader]
varying vec3 color;
void main()
{
gl_FragColor = vec4(color, 0.0);
}
[test]
uniform vec3 arg0 0.0 0.0 1.0
uniform vec3 arg1 1.0 0.0 0.0
uniform vec3 zeroes 0.0 0.0 0.0
draw rect -1 -1 2 2
probe rgba 1 1 0.0 1.0 0.0 0.0
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