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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)
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