File: fs-interpolateAtSample-array-nonuniform.shader_test

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piglit 0~git20200212-f4710c51b-1
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# From Section 8.13.2 (Interpolation Functions) of the GLSL 4.50 spec:
#
#   "Arrayed inputs can be indexed with general (nonuniform) integer
#    expressions."
#

[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader]
in vec4 piglit_vertex;

out vec3 a[2];

void main()
{
   gl_Position = piglit_vertex;

   a[0] = piglit_vertex.xyz;
   a[1] = piglit_vertex.zxy;
}

[fragment shader]
#extension GL_ARB_gpu_shader5 : enable

in vec3 a[2];

out vec4 color;

void main()
{
   ivec2 coord = ivec2(gl_FragCoord.xy);
   int index =
      /* Generate a pattern where some quads have alternating index on the X-axis,
       * some on the Y-axis, and some on both or none. */
      ((coord.x >> 1) & (coord.x)) ^
      ((coord.y >> 1) & (coord.y)) ^
      /* Flip the overall orientation of the alternating index within quads. */
      (coord.x >> 2) ^ (coord.y >> 2);

   index = index & 1;

   /* There is no multi-sampling, so these should be the same. */
   vec3 delta = a[index] - interpolateAtSample(a[index], 0);

   if (delta != vec3(0.0)) {
      color = vec4(1.0, delta.x + 0.5, delta.y + 0.5, delta.z + 0.5);
   } else {
      color = vec4(0.0, 1.0, 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