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[require]
GLSL >= 1.50
SSO ENABLED
[vertex shader]
#version 150
in vec4 piglit_vertex;
out vec4 col0;
out vec4 col1;
out vec4 col2;
out vec4 col3;
out vec4 col4;
out vec4 col5;
void main() {
gl_Position = piglit_vertex;
col1 = vec4(0, 1, 0, 1);
col0 = col2 = col3 = col4 = col5 = vec4(1, 0, 0, 1);
}
[geometry shader]
#version 150
layout (triangles) in;
layout (triangle_strip, max_vertices=3) out;
in vec4 color0[];
in vec4 color1[];
out vec4 color;
void main() {
int i;
for (i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
color = color1[i];
EmitVertex();
}
}
[fragment shader]
#version 150
in vec4 color;
out vec4 col;
void main() {
col = color;
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
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