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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
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