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# test indirect access to a temporary array of doubles as a source
[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader passthrough]
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
uniform double arg0;
uniform double tolerance;
uniform dvec4 expected;
uniform ubo1 {
double r;
float g;
double b;
double a;
};
out vec4 color;
void main()
{
dvec4 result = dvec4(r + arg0, g, b, a);
color = distance(result, expected) <= tolerance
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 1.0, 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 0.25 1.0 1.0 0.0
uniform double r 0.0
uniform float g 1.0
uniform double b 1.0
uniform double a 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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