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[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
#extension GL_ARB_gpu_shader_fp64: require
uniform dvec4 arg0;
uniform dvec4 arg1;
uniform dvec4 expect;
out vec4 color;
in vec4 piglit_vertex;
void main()
{
if (sign(-abs(arg0)) != -sign(abs(arg1)))
color = vec4(1.0, 0.0, 0.0, 1.0);
else if (sign(-abs(arg0)) != -abs(sign(arg1)))
color = vec4(0.5, 0.0, 0.5, 1.0);
else if (sign(-abs(arg0)) != expect)
color = vec4(0.0, 0.0, 1.0, 1.0);
else
color = vec4(0.0, 1.0, 0.0, 1.0);
gl_Position = piglit_vertex;
}
[fragment shader]
in vec4 color;
out vec4 piglit_fragcolor;
void main()
{
piglit_fragcolor = color;
}
[test]
uniform dvec4 arg0 -5.0 5.0 0.0 0.0
uniform dvec4 arg1 -2.0 2.0 0.0 0.0
uniform dvec4 expect -1.0 -1.0 0.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 0.0 1.0 0.0
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