File: layout-location-struct-mixed-with-implicitly-assigned-varying.shader_test

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// This tests that when a struct has an explicit location we reserve enough
// locations for all the struct members and don't assign other inputs/outputs
// the same location.

[require]
GLSL >= 1.50
GL_ARB_separate_shader_objects

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

in vec4 piglit_vertex;

layout(location = 0) out struct S {
	vec3 a;
	vec3 b;
	vec3 c;
} s;

out vec3 d;
out vec3 e;
out vec3 f;

void main()
{
	s.a = vec3(0.25, 0, 0);
	s.b = vec3(0, 0.25, 0);
	s.c = vec3(0, 0, 0.25);
	d = vec3(0.5, 0, 0);
	e = vec3(0, 0.5, 0);
	f = vec3(0, 0, 0.5);

	gl_Position = piglit_vertex;
}

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

layout(location = 0) in struct S {
	vec3 a; /* should get vec3(0.25, 0, 0) */
	vec3 b; /* should get vec3(0, 0.25, 0) */
	vec3 c; /* should get vec3(0, 0, 0.25) */
} s;

in vec3 d; /* should get vec3(0.5, 0, 0) */
in vec3 e; /* should get vec3(0, 0.5, 0) */
in vec3 f; /* should get vec3(0, 0, 0.5) */

out vec4 color;

void main()
{
	color = vec4(s.a.x + d.x, s.b.y + e.y, s.c.z + f.z, 1);
}

[test]
draw rect -1 -1 2 2
probe all rgb 0.75 0.75 0.75