File: fs-double-uniform-array-direct-indirect-non-uniform-control-flow.shader_test

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[require]
GLSL >= 4.00
GL_ARB_gpu_shader_fp64

[vertex shader passthrough]

[fragment shader]
#extension GL_ARB_gpu_shader_fp64 : enable

uniform double arg0;
uniform double tolerance;
uniform dvec4 expected;

uniform double arg[7];
out vec4 color;

void main()
{
	int index;
	double tol = tolerance;
	vec4 color2 = vec4(0.0, 1.0, 0.0, 1.0);
	float cx = gl_FragCoord.x;
	float cy = gl_FragCoord.y;
	if (cx == cy) {
	  index = int(arg[6]);
	} else {
	  index = int(arg[5]);
	  tol = 0.2;
	  color2 = vec4(0.0, 0.0, 1.0, 1.0);
	}
	dvec4 result = dvec4(arg[index] + arg0);
	color = distance(result, expected) <= tol
		? color2 : vec4(1.0, 0.0, 0.0, 1.0);
}

[test]
clear color 0.0 0.0 0.0 0.0

clear
uniform double arg0 0.25
uniform double tolerance 0.0
uniform dvec4 expected 0.65 0.65 0.65 0.65
uniform double arg[0] 0.1
uniform double arg[1] 0.2
uniform double arg[2] 0.3
uniform double arg[3] 0.4
uniform double arg[4] 0.5
uniform double arg[5] 2.0
uniform double arg[6] 3.0
draw rect -1 -1 2 2
probe rgba 1 1 0.0 1.0 0.0 1.0
probe rgba 1 0 0.0 0.0 1.0 1.0