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// Test that inputs and outputs are assigned the correct location when using
// a struct 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;
layout(location = 0) out struct S {
vec4 a;
} s;
layout(location = 2) out struct S2 {
vec4 a;
} s2;
void main()
{
s.a = vec4(1.0, 0.0, 0.0, 1.0);
s2.a = vec4(0.0, 1.0, 1.0, 1.0);
gl_Position = piglit_vertex;
}
[fragment shader]
#version 150
#extension GL_ARB_separate_shader_objects: require
layout(location = 2) in struct S {
vec4 a;
} s;
layout(location = 0) in struct S1 {
vec4 a;
} s2;
out vec4 color;
void main()
{
color = s2.a;
}
[test]
draw rect -1 -1 2 2
probe all rgb 1 0 0
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