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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[2];
uniform dvec4 u_mantissa[2];
uniform ivec4 u_exponent[2];
uniform int u_xor_mantissa;
uniform int u_xor_exponent;
out vec4 outcolor;
void main()
{
outcolor = vec4(0, 1, 0, 1);
ivec4 exponent[2];
dvec4 mantissa[2];
for (int i = 0; i < 2; ++i)
mantissa[i ^ u_xor_mantissa] = frexp(u_in[i], exponent[i ^ u_xor_exponent]);
for (int i = 0; i < 2; ++i) {
for (int j = 0; j < 4; ++j) {
if (mantissa[i][j] != u_mantissa[i][j] ||
exponent[i][j] != u_exponent[i][j])
outcolor = vec4(1.0, float(i * 4 + j) / 255,
float(exponent[i][j] + 127) / 255, float(mantissa[i][j]));
}
}
}
[test]
clear color 0 0 0 1
clear
uniform dvec4 u_in[0] 1 2 3 4
uniform dvec4 u_in[1] 5 6 7 8
uniform int u_xor_mantissa 0
uniform int u_xor_exponent 0
uniform dvec4 u_mantissa[0] 0.5 0.5 0.75 0.5
uniform dvec4 u_mantissa[1] 0.625 0.75 0.875 0.5
uniform ivec4 u_exponent[0] 1 2 2 3
uniform ivec4 u_exponent[1] 3 3 3 4
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
uniform dvec4 u_in[0] 12 16 24 32
uniform dvec4 u_in[1] 40 64 80 128
uniform int u_xor_mantissa 0
uniform int u_xor_exponent 1
uniform dvec4 u_mantissa[0] 0.75 0.5 0.75 0.5
uniform dvec4 u_mantissa[1] 0.625 0.5 0.625 0.5
uniform ivec4 u_exponent[1] 4 5 5 6
uniform ivec4 u_exponent[0] 6 7 7 8
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
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