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# test indirect access to an array of constant doubles
[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 tval[5];
uniform double tolerance;
uniform double expected;
uniform int pick;
out vec4 color;
void main()
{
double result;
result = (tval[pick] + arg0);
color = 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]
clear color 0.0 0.0 1.0 0.0
clear
uniform double tval[0] 0.0
uniform double tval[1] 0.25
uniform double tval[2] 0.5
uniform double tval[3] 0.75
uniform double arg0 0.25
uniform double expected 0.75
uniform double tolerance 0.0
uniform int pick 2
draw arrays GL_TRIANGLE_FAN 0 4
uniform double arg0 0.25
uniform double expected 0.5
uniform double tolerance 0.0
uniform int pick 1
draw arrays GL_TRIANGLE_FAN 0 4
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