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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
#extension GL_ARB_gpu_shader5 : enable
in vec4 piglit_vertex;
out vec4 color;
uniform vec4 a, b, c;
uniform vec4 expected;
void main() {
gl_Position = piglit_vertex;
color = vec4(0.0, 1.0, 0.0, 1.0);
if (expected.x != fma(a.x, b.x, c.x)) {
color.r = 1.0;
}
if (expected.xy != fma(a.xy, b.xy, c.xy)) {
color.r = 1.0;
}
if (expected.xyz != fma(a.xyz, b.xyz, c.xyz)) {
color.r = 1.0;
}
if (expected != fma(a, b, c)) {
color.r = 1.0;
}
}
[fragment shader]
in vec4 color;
out vec4 frag_color;
void main()
{
frag_color = color;
}
[test]
uniform vec4 a 0.0 0.0 2.0 2.0
uniform vec4 b 1.0 1.0 2.0 2.0
uniform vec4 c 0.0 1.0 0.0 3.0
uniform vec4 expected 0.0 1.0 4.0 7.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform vec4 a 0.0 -1.0 2.0 2.0
uniform vec4 b 1.0 1.0 -2.0 2.0
uniform vec4 c -1.0 1.0 0.0 -3.0
uniform vec4 expected -1.0 0.0 -4.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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