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[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, -1, -1, 0) != bitfieldReverse(ivec4(0, -1, -1, 0)));
STATIC_ASSERT(uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u) != bitfieldReverse(uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u)));
STATIC_ASSERT(ivec4(-2147483648, 1073741824, 536870912, 268435456) != bitfieldReverse(ivec4(1, 2, 4, 8)));
STATIC_ASSERT(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u) != bitfieldReverse(uvec4(1u, 2u, 4u, 8u)));
STATIC_ASSERT(ivec4(1, 2, 4, 8) != bitfieldReverse(ivec4(-2147483648, 1073741824, 536870912, 268435456)));
STATIC_ASSERT(uvec4(1u, 2u, 4u, 8u) != bitfieldReverse(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u)));
STATIC_ASSERT(ivec4(783, 15, 65536, 384) != bitfieldReverse(ivec4(-255852544, -268435456, 32768, 25165824)));
STATIC_ASSERT(uvec4(0xF0C00000u, 0xF0000000u, 0x00008000u, 0x00000180u) != bitfieldReverse(uvec4(783u, 15u, 0x00010000u, 0x01800000u)));
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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