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[require]
GLSL >= 4.00
GL_ARB_shader_precision
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_shader_precision : require
uniform float arg0;
uniform float arg1;
uniform float arg2;
uniform float expected_a;
uniform float expected_b;
void main()
{
float result = arg0 * arg1 + arg2;
gl_FragColor = result == expected_a || result == expected_b ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
uniform float arg0 0xbcf5c28f
uniform float arg1 0xbf59999a
uniform float arg2 0xbcd0e560
uniform float expected_a 0x00000000
uniform float expected_b 0x302b020c
draw rect -1 -1 1 1
relative probe rgba (0.0, 0.0) (0.0, 1.0, 0.0, 1.0)
uniform float arg0 0x3fd5c28f
uniform float arg1 0x3f28f5c3
uniform float arg2 0x3f800003
uniform float expected_a 0x40068a73
uniform float expected_b 0x40068a74
draw rect 0 -1 1 1
relative probe rgba (1.0, 0.0) (0.0, 1.0, 0.0, 1.0)
uniform float arg0 0xbcf5c28f
uniform float arg1 0x3f28f5c3
uniform float arg2 0x3fb5b22d
uniform float expected_a 0x3fb3295f
uniform float expected_b 0x3fb3295f
draw rect -1 0 1 1
relative probe rgba (0.0, 1.0) (0.0, 1.0, 0.0, 1.0)
uniform float arg0 0x3fef5c29
uniform float arg1 0xbcf5c28f
uniform float arg2 0x3fc8ef34
uniform float expected_a 0x3fc1c0eb
uniform float expected_b 0x3fc1c0eb
draw rect 0 0 1 1
relative probe rgba (1.0, 1.0) (0.0, 1.0, 0.0, 1.0)
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