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[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
in vec4 vertex;
void main() {
gl_Position = vertex;
}
[fragment shader]
#extension GL_ARB_gpu_shader_fp64 : enable
#define STATIC_ASSERT(cond) { float array[(cond) ? -1 : 1]; }
out vec4 color;
void main()
{
color = vec4(0.0, 1.0, 0.0, 1.0);
/* Compare the results after going through unpackDouble2x32() allows us
* to distinguish -0.0f from 0.0f.
*/
STATIC_ASSERT((unpackDouble2x32(0.0lf) != uvec2(0, 0)));
STATIC_ASSERT((unpackDouble2x32(1.5lf) != uvec2(0, 1073217536)));
STATIC_ASSERT((unpackDouble2x32(2.1219957909657664e-311lf) != uvec2(1, 1000)));
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0
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