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[require]
GLSL >= 1.30
GL_ARB_shading_language_420pack
[vertex shader]
#extension GL_ARB_shading_language_420pack: enable
in vec4 vertex;
out vec4 color;
void main()
{
struct S {
vec4 v[2];
};
struct T {
S a[2], b;
int c;
}
s1 = T(
S[2](
S(vec4[2](vec4(1.0, 2.0, 3.0, 4.0), vec4(5.0, 6.0, 7.0, 8.0))),
S(vec4[2](vec4(1.0, 2.0, 3.0, 4.0), vec4(5.0, 6.0, 7.0, 8.0)))
), // a
S(vec4[2](vec4(1.0, 2.0, 3.0, 4.0), vec4(5.0, 6.0, 7.0, 8.0))), // b
4 // c
),
s2 = {
{
{
{
{1.0, 2.0, 3.0, 4.0}, // a[0].v[0]
{5.0, 6.0, 7.0, 8.0} // a[0].v[1]
} // a[0].v
}, // a[0]
{
{
{1.0, 2.0, 3.0, 4.0}, // a[1].v[0]
{5.0, 6.0, 7.0, 8.0} // a[1].v[1]
} // a[1].v
} // a[1]
}, // a
{
{
{1.0, 2.0, 3.0, 4.0}, // b.v[0]
{5.0, 6.0, 7.0, 8.0} // b.v[1]
} // b.v
}, // b
4 // c
};
color = vec4(0.0, 1.0, 0.0, 1.0);
if (s1.a[0].v[0] != s2.a[0].v[0] ||
s1.a[0].v[1] != s2.a[0].v[1] ||
s1.a[1].v[0] != s2.a[1].v[0] ||
s1.a[1].v[1] != s2.a[1].v[1] ||
s1.b.v[0] != s2.b.v[0] ||
s1.b.v[1] != s2.b.v[1] ||
s1.c != s2.c) {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
gl_Position = vertex;
}
[fragment shader]
in vec4 color;
out vec4 frag_color;
void main() {
frag_color = color;
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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