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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
out vec4 color;
uniform dvec4 a, b, c;
uniform dvec4 expected;
void main()
{
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;
}
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
uniform dvec4 a 0.0 0.0 2.0 2.0
uniform dvec4 b 1.0 1.0 2.0 2.0
uniform dvec4 c 0.0 1.0 0.0 3.0
uniform dvec4 expected 0.0 1.0 4.0 7.0
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 0 0 0.0 1.0 0.0 1.0
uniform dvec4 a 0.0 -1.0 2.0 2.0
uniform dvec4 b 1.0 1.0 -2.0 2.0
uniform dvec4 c -1.0 1.0 0.0 -3.0
uniform dvec4 expected -1.0 0.0 -4.0 1.0
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 1 0 0.0 1.0 0.0 1.0
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