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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
out vec4 color;
uniform ivec4 ireverse;
uniform ivec4 iinput;
uniform uvec4 ureverse;
uniform uvec4 uinput;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
if (ireverse != bitfieldReverse(iinput))
/* Red if bitfieldReverse(ivec4) fails. */
color = vec4(1.0, 0.0, 0.0, 1.0);
else if (ureverse != bitfieldReverse(uinput))
/* Blue if bitfieldReverse(uvec4) fails. */
color = vec4(0.0, 0.0, 1.0, 1.0);
}
[test]
uniform ivec4 iinput 0 -1 -1 0
uniform ivec4 ireverse 0 -1 -1 0
uniform uvec4 uinput 0 0xFFFFFFFF 0xFFFFFFFF 0
uniform uvec4 ureverse 0 0xFFFFFFFF 0xFFFFFFFF 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 iinput 1 2 4 8
uniform ivec4 ireverse -2147483648 1073741824 536870912 268435456
uniform uvec4 uinput 1 2 4 8
uniform uvec4 ureverse 0x80000000 0x40000000 0x20000000 0x10000000
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 iinput -2147483648 1073741824 536870912 268435456
uniform ivec4 ireverse 1 2 4 8
uniform uvec4 uinput 0x80000000 0x40000000 0x20000000 0x10000000
uniform uvec4 ureverse 1 2 4 8
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 iinput -255852544 -268435456 32768 25165824
uniform ivec4 ireverse 783 15 65536 384
uniform uvec4 uinput 783 15 0x00010000 0x01800000
uniform uvec4 ureverse 0xF0C00000 0xF0000000 0x00008000 0x00000180
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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