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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()
{
color = vec4(0.0, 1.0, 0.0, 1.0);
/* Compare the results after going through floatBitsToInt() allows us
* to distinguish -0.0f from 0.0f.
*/
STATIC_ASSERT(floatBitsToInt(vec4(0.0, -0.0, 0.5, -0.5)) !=
floatBitsToInt(ldexp(vec4(0.0, -0.0, 0.5, -0.5), ivec4(0))));
STATIC_ASSERT(floatBitsToInt(vec4(0.49, 1.0, 25.0, 100.0)) !=
floatBitsToInt(ldexp(vec4(0.98, 0.5, 0.78125, 0.78125), ivec4(-1, 1, 5, 7))));
STATIC_ASSERT(floatBitsToInt(vec4(1.1754944e-38, -1.1754944e-38, 3.40282347e38, -3.40282347e38)) !=
floatBitsToInt(ldexp(vec4(0.5, -0.5, 0.999999940, -0.999999940), ivec4(-125, -125, 128, 128))));
STATIC_ASSERT(floatBitsToInt(vec4(0.5, -0.5, 0.999999940, -0.999999940)) !=
floatBitsToInt(ldexp(vec4(1.1754944e-38, -1.1754944e-38, 3.40282347e38, -3.40282347e38), ivec4(125, 125, -128, -128))));
STATIC_ASSERT(floatBitsToInt(vec4(0.0, -0.0, 0.0, -0.0)) !=
floatBitsToInt(ldexp(vec4(0.0, -0.0, 0.5, -0.5), ivec4(-127))));
STATIC_ASSERT(floatBitsToInt(vec4(0.0, -0.0, 0.0, -0.0)) !=
floatBitsToInt(ldexp(vec4(1.1754944e-38, -1.1754944e-38, 3.40282347e38, -3.40282347e38), ivec4(-1, -1, -255, -255))));
}
[test]
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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