1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
|
# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.50 spec:
#
# "For all of the interpolation functions, interpolant must be an input
# variable or an element of an input variable declared as an array."
#
# From Section 4.3.9 (Interface Blocks) of the GLSL 4.50 spec:
#
# "Input, output, uniform, and buffer variable declarations can be grouped
# into named interface blocks to provide coarser granularity backing than
# is achievable with individual declarations."
#
# So the members of an input interface block should still be considered as
# input variables and therefore acceptable as interpolants.
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
in vec4 piglit_vertex;
out VS2PS {
vec3 a;
vec2 b; /* second variable to test that varying packing doesn't break anything */
} 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
in VS2PS {
vec3 a;
vec2 b;
} vs2ps;
uniform vec2 u_offset;
out vec4 color;
void main()
{
/* u_offset is always 0, so these should be the same. */
vec3 delta = vs2ps.a - interpolateAtOffset(vs2ps.a, u_offset);
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
uniform vec2 u_offset 0 0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
|