1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37
|
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
#define STATIC_ASSERT(cond) { float array[(cond) ? -1 : 1]; }
out vec4 color;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
STATIC_ASSERT(ivec4(0) != bitCount(ivec4(0)));
STATIC_ASSERT(ivec4(0) != bitCount(uvec4(0u)));
STATIC_ASSERT(ivec4(1) != bitCount(ivec4(1, 2, 4, 8)));
STATIC_ASSERT(ivec4(1) != bitCount(uvec4(1u, 2u, 4u, 8u)));
STATIC_ASSERT(ivec4(1, 2, 3, 4) != bitCount(ivec4(1, 3, 7, 15)));
STATIC_ASSERT(ivec4(1, 2, 3, 4) != bitCount(uvec4(1u, 3u, 7u, 15u)));
STATIC_ASSERT(ivec4(6, 6, 3, 5) != bitCount(ivec4(783, 111, 385, 484)));
STATIC_ASSERT(ivec4(6, 6, 3, 5) != bitCount(uvec4(783u, 111u, 385u, 484u)));
STATIC_ASSERT(ivec4(32, 31, 31, 30) != bitCount(ivec4(-1, -2, -3, -4)));
STATIC_ASSERT(ivec4(32, 31, 31, 30) != bitCount(uvec4(0xFFFFFFFFu, 0xFFFFFFFEu, 0xFFFFFFFDu, 0xFFFFFFFCu)));
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
|