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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 double expected_doub;
uniform uvec2 given_uval;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
double packval;
packval = packDouble2x32(given_uval);
if (packval != expected_doub) {
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 double expected_doub 0.0
uniform uvec2 given_uval 0 0
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 0 0 0.0 1.0 0.0 1.0
uniform double expected_doub 1.5
uniform uvec2 given_uval 0 1073217536
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 1 0 0.0 1.0 0.0 1.0
uniform double expected_doub 2.122e-311
uniform uvec2 given_uval 8519181 1000
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 2 0 0.0 1.0 0.0 1.0
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