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[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader passthrough]
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
struct S {
double d;
dvec4 v;
};
uniform S color = S(2.0lf, dvec4(0.0lf, 0.5lf, 0.0lf, 0.0lf));
void main()
{
gl_FragColor = vec4(color.d * color.v);
}
[test]
draw rect -1 -1 1 2
uniform double color.d 3.0
uniform dvec4 color.v 0.0 0.0 0.34 0.0
draw rect 0 -1 1 2
uniform double color.d 2.0
uniform dvec4 color.v 0.0 0.5 0.0
relative probe rgb (0.25, 0.5) (0.0, 1.0, 0.0)
relative probe rgb (0.75, 0.5) (0.0, 0.0, 1.0)
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