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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 lsb;
uniform ivec4 iinput;
uniform uvec4 uinput;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
if (lsb != findLSB(iinput))
/* Red if findLSB(ivec4) fails. */
color = vec4(1.0, 0.0, 0.0, 1.0);
else if (lsb != findLSB(uinput))
/* Blue if findLSB(uvec4) fails. */
color = vec4(0.0, 0.0, 1.0, 1.0);
}
[test]
# If value is zero, -1 will be returned.
uniform ivec4 lsb -1 -1 -1 -1
uniform ivec4 iinput 0 0 0 0
uniform uvec4 uinput 0 0 0 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 lsb 0 1 0 2
uniform ivec4 iinput 1 2 3 4
uniform uvec4 uinput 1 2 3 4
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 lsb 10 9 8 7
uniform ivec4 iinput 1024 512 256 128
uniform uvec4 uinput 1024 512 256 128
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 lsb 0 1 0 2
uniform ivec4 iinput -1 -2 -3 -4
uniform uvec4 uinput 0xFFFFFFFF 0xFFFFFFFE 0xFFFFFFFD 0xFFFFFFFC
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 lsb 31 30 29 28
uniform ivec4 iinput -2147483648 1073741824 536870912 268435456
uniform uvec4 uinput 0x80000000 0x40000000 0x20000000 0x10000000
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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