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// From section 4.4.1 (Input Layout Qualifiers) of the GLSL 4.50 spec:
//
// "If a non-vertex shader input is a scalar or vector type other than
// dvec3 or dvec4, it will consume a single location, while types dvec3 or
// dvec4 will consume two consecutive locations."
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
GL_ARB_separate_shader_objects
[vertex shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
#extension GL_ARB_separate_shader_objects : require
in vec4 piglit_vertex;
layout(location = 0) flat out dvec4 dout1;
layout(location = 1) flat out dvec4 dout2;
void main()
{
gl_Position = piglit_vertex;
dout1 = dvec4(1.0);
dout2 = dvec4(0.0);
}
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
#extension GL_ARB_separate_shader_objects : require
uniform dvec4 expected;
layout(location = 0) flat in dvec4 dout1;
layout(location = 1) flat in dvec4 dout2;
out vec4 color;
void main()
{
if (expected == dout1)
color = vec4(1.0, 0.0, 0.0, 1.0);
else if (expected == dout2)
color = vec4(1.0, 1.0, 0.0, 1.0);
else
color = vec4(1.0, 1.0, 1.0, 1.0);
}
[test]
link error
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