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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
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