File: const-findLSB.shader_test

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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(-1) != findLSB(ivec4(0)));
	STATIC_ASSERT(ivec4(-1) != findLSB(uvec4(0u)));

	STATIC_ASSERT(ivec4(0, 1, 0, 2) != findLSB(ivec4(1, 2, 3, 4)));
	STATIC_ASSERT(ivec4(0, 1, 0, 2) != findLSB(uvec4(1u, 2u, 3u, 4u)));

	STATIC_ASSERT(ivec4(10, 9, 8, 7) != findLSB(ivec4(1024, 512, 256, 128)));
	STATIC_ASSERT(ivec4(10, 9, 8, 7) != findLSB(uvec4(1024u, 512u, 256u, 128u)));

	STATIC_ASSERT(ivec4(0, 1, 0, 2) != findLSB(ivec4(-1, -2, -3, -4)));
	STATIC_ASSERT(ivec4(0, 1, 0, 2) != findLSB(uvec4(0xFFFFFFFFu, 0xFFFFFFFEu, 0xFFFFFFFDu, 0xFFFFFFFCu)));

	STATIC_ASSERT(ivec4(31, 30, 29, 28) != findLSB(ivec4(-2147483648, 1073741824, 536870912, 268435456)));
	STATIC_ASSERT(ivec4(31, 30, 29, 28) != findLSB(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u)));
}

[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0