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[require]
GLSL >= 1.40
GL_ARB_gpu_shader_fp64
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_gpu_shader_fp64 : enable
uniform dvec4 u_in;
uniform ivec4 u_exponent;
out vec4 outcolor;
void main()
{
outcolor = vec4(0, 1, 0, 1);
ivec4 exponent;
frexp(u_in, exponent);
for (int i = 0; i < 4; ++i) {
if (exponent[i] != u_exponent[i])
outcolor = vec4(1.0, float(i) / 255,
float(exponent[i] + 127) / 255, float(u_exponent[i] + 127) / 255);
}
}
[test]
clear color 0 0 0 1
clear
uniform dvec4 u_in 2 3 4 9
# The function frexp() splits each single-precision floating-point number in
# <x> into a binary significand, a floating-point number in the range [0.5,
# 1.0), and an integral exponent of two, such that:
#
# x = significand * 2 ^ exponent
#
# 2 = 0.5 * 2^2
# 3 = 0.75 * 2^2
# 4 = 0.5 * 2^3
# 9 = 0.5625 * 2^4
uniform ivec4 u_exponent 2 2 3 4
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
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