File: layout-location-block-with-struct-member.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

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

in vec4 piglit_vertex;

struct S {
	vec4 a;
	vec4 b;
};

layout(location = 0) out block {
	S s;
	vec4 c;
};

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

	gl_Position = piglit_vertex;
}

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

struct S {
	vec4 a;
	vec4 b;
};

layout(location = 0) in block {
	S s;
	vec4 c;
};

uniform int i;

out vec4 color;

void main()
{
	if (i == 0)
		color = s.a;
	else if (i == 1)
		color = s.b;
	else
		color = c;
}

[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) (1.0, 1.0, 1.0)