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# test truncating a double holds precision
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
#version 150
in vec4 vertex;
void main()
{
gl_Position = vertex;
}
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
uniform double arg0;
uniform double tolerance;
uniform double expected;
void main()
{
double result = trunc(arg0);
gl_FragColor = distance(result, expected) <= tolerance ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 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 arg0 1.7976931348623157E+308
uniform double expected 1.7976931348623157E+308
uniform double tolerance 2.0000000000000002e-05
draw arrays GL_TRIANGLE_FAN 0 4
probe rgba 0 0 0.0 1.0 0.0 1.0
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