File: invocation-id-without-qualifier.shader_test

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#
# Without an invocations qualifier, a default of 1
# invocation should be used, and gl_InvocationID should
# return 0.
#

[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader]
#version 150

void main()
{
}

[geometry shader]
#version 150
#extension GL_ARB_gpu_shader5 : enable

layout(points) in;
layout(triangle_strip, max_vertices = 4) out;

void emit(vec2 v)
{
  gl_Position.xy = v;
  gl_Position.zw = vec2(0, 1);
  EmitVertex();
}

void main()
{
  if (gl_InvocationID == 0) {
    emit(vec2(-1, -1));
    emit(vec2( 1, -1));
    emit(vec2(-1,  1));
    emit(vec2( 1,  1));
    EndPrimitive();
  }
}

[fragment shader]
#version 150

void main()
{
  gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}

[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_POINTS 0 1
probe all rgba 0.0 1.0 0.0 1.0