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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
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