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[require]
GLSL >= 1.50
GL_ARB_gpu_shader_fp64
[vertex shader]
#version 150
in vec4 piglit_vertex;
out vec4 vertex_to_gs;
void main()
{
vertex_to_gs = piglit_vertex;
}
[geometry shader]
#version 150
#extension GL_ARB_gpu_shader_fp64 : require
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
uniform double arg0;
uniform double tolerance;
uniform dvec4 expected;
uniform ubo1 {
dmat4 m;
};
in vec4 vertex_to_gs[3];
out vec4 v;
void main()
{
dvec4 result = dvec4(m[0] + m[1] + m[2] + m[3] + arg0);
for (int i = 0; i < 3; i++) {
v = distance(result, expected) <= tolerance
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 1.0, 0.0, 1.0);
gl_Position = vertex_to_gs[i];
EmitVertex();
}
}
[fragment shader]
#version 150
in vec4 v;
out vec4 color;
void main()
{
color = v;
}
[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 0.5 0.75 1.0 1.25
uniform dmat4 m 0.25 0.0 0.0 0.0 0.0 0.0 0.75 0.0 0.0 0.5 0.0 0.0 0.0 0.0 0.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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