File: fs-non-uniform-control-flow-f2d.shader_test

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# It checks that a float to double conversion works correctly when it is
# under non-uniform control flow.

[require]
GLSL >= 3.30
GL_ARB_gpu_shader_fp64

[vertex shader passthrough]

[fragment shader]
#version 330
#extension GL_ARB_gpu_shader_fp64 : require
out vec4 color;

void main() {
        int cx = int(gl_FragCoord.x) / 125;
        int cy = int(gl_FragCoord.y) / 125;
        dvec2 rg;
        vec2 value;
        if ((cx + cy) % 2 == 0)
                value = vec2(1.0f, 0.0f);
        else
                value = vec2(0.0f, 1.0f);
        rg = dvec2(value);
        if (rg == dvec2(0, 1))
            color = vec4(0, 0, 1, 1);
        else
            color = vec4(rg, 0, 1);
}


[test]
clear color 0.0 0.0 0.0 0.0
clear
draw rect -1 -1 2 2
probe rgba 0 0 1.0 0.0 0.0 1.0
probe rgba 125 0 0.0 0.0 1.0 1.0
probe rgba 0 125 0.0 0.0 1.0 1.0
probe rgba 125 125 1.0 0.0 0.0 1.0