1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38
|
[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 dvec4 u_mantissa;
out vec4 outcolor;
void main()
{
outcolor = vec4(0, 1, 0, 1);
ivec4 exponent;
dvec4 mantissa;
mantissa = frexp(u_in, exponent);
for (int i = 0; i < 4; ++i) {
if (mantissa[i] != u_mantissa[i])
outcolor = vec4(1.0, float(i) / 255,
float(mantissa[i]), float(u_mantissa[i]));
}
}
[test]
clear color 0 0 0 1
clear
uniform dvec4 u_in 2 3 4 5
uniform dvec4 u_mantissa 0.5 0.75 0.5 0.625
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
|