File: fs-frexp-dvec4-only-mantissa.shader_test

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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 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