File: layout-location-block-with-single-line-declaration-members.shader_test

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// Test that inputs and outputs are not assigned overlapping locations when
// using interface blocks and explicit locations.

[require]
GLSL >= 1.50
GL_ARB_separate_shader_objects
GL_ARB_arrays_of_arrays

[vertex shader]
#version 150
#extension GL_ARB_arrays_of_arrays: require
#extension GL_ARB_separate_shader_objects: require

in vec4 piglit_vertex;

layout(location = 0) out block {
	vec4 a, b, c;
	vec4 d;
};

void main()
{
	a = vec4(1.0, 0.0, 0.0, 1.0);
	b = vec4(0.0, 1.0, 0.0, 1.0);
	c = vec4(0.0, 0.0, 1.0, 1.0);
	d = vec4(1.0, 1.0, 1.0, 1.0);

	gl_Position = piglit_vertex;
}

[fragment shader]
#version 150
#extension GL_ARB_arrays_of_arrays: require
#extension GL_ARB_separate_shader_objects: require

layout(location = 0) in block {
	vec4 a, b, c;
	vec4 d;
};

uniform int i;

out vec4 color;

void main()
{
	if (i == 0)
		color = a;
	else if (i == 1)
		color = b;
	else if (i == 2)
		color = c;
	else if (i == 3)
		color = d;
}

[test]
uniform int i 0
draw rect 0 -1 1 1

relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)

uniform int i 1
draw rect -1 0 1 1

relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 1.0, 0.0)

uniform int i 2
draw rect 0 0 1 1

relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)

uniform int i 3
draw rect -1 -1 1 1

relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 1.0, 1.0)