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[require]
GLSL >= 1.50
GL_ARB_fragment_layer_viewport
[vertex shader passthrough]
[geometry shader]
#version 150
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
uniform int layer;
void main()
{
for (int i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
gl_Layer = layer;
EmitVertex();
}
}
[fragment shader]
#version 150
#extension GL_ARB_fragment_layer_viewport: require
uniform int layer;
void main()
{
if (gl_Layer == layer)
gl_FragColor = vec4(0,1,0,0);
else
gl_FragColor = vec4(1,0,0,0);
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
uniform int layer 0
draw rect -1 -1 1 1
uniform int layer 1
draw rect 0 -1 1 1
uniform int layer 10000
draw rect -1 0 1 1
uniform int layer -10000
draw rect 0 0 1 1
probe all rgb 0.0 1.0 0.0
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