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# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.60 spec:
#
# "For all of the interpolation functions, interpolant must be an l-value
# from an in declaration; this can include a variable, a block or
# structure member, an array element, or some combination of these."
#
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
in vec4 piglit_vertex;
struct S {
vec3 a;
vec2 b; /* second variable to test that varying packing doesn't break anything */
};
out S vs2ps;
void main()
{
gl_Position = piglit_vertex;
vs2ps.a = piglit_vertex.xyz;
vs2ps.b = vec2(0.0, 1.0);
}
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
struct S {
vec3 a;
vec2 b;
};
in S vs2ps;
out vec4 color;
void main()
{
/* All pixels are fully covered, so these should be the same. */
vec3 delta = vs2ps.a - interpolateAtCentroid(vs2ps.a);
if (delta != vec3(0.0)) {
color = vec4(1.0, delta.x + 0.5, delta.y + 0.5, delta.z + 0.5);
} else {
color = vec4(vs2ps.b.x, vs2ps.b.y, 0.0, 1.0);
}
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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