File: two-subroutines-nested.shader_test

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# two subroutines, once calls into the other.
# ensure a subroutine calling a subroutine
# before all members have been parsed
# works fine.
# Initial mesa implementation generated
# the lowered call too early.

[require]
GLSL >= 1.50
GL_ARB_shader_subroutine

[vertex shader passthrough]

[fragment shader]
#version 150
#extension GL_ARB_shader_subroutine: enable

uniform float myin;
out vec4 color;

subroutine float getchan1();
subroutine uniform getchan1 GetChan1;

subroutine float getchan2();
subroutine uniform getchan2 GetChan2;

subroutine(getchan1)
float chan1_full()
{
	return 1.0;
}

subroutine(getchan2)
float chan2_full()
{
	return GetChan1();
}

subroutine(getchan1)
float chan1_empty()
{
	return 0.0;
}

subroutine(getchan2)
float chan2_empty()
{
	return 0.0;
}

void main()
{
	color = vec4(GetChan1(), GetChan2(), myin, 1.0);
}


[test]
clear color 0.0 0.0 1.0 0.0
clear
subuniform GL_FRAGMENT_SHADER GetChan1 chan1_full
subuniform GL_FRAGMENT_SHADER GetChan2 chan2_empty
uniform float myin 1.0
draw rect -1 -1 2 2
probe all rgba 1.0 0.0 1.0 1.0
subuniform GL_FRAGMENT_SHADER GetChan1 chan1_empty
subuniform GL_FRAGMENT_SHADER GetChan2 chan2_full
uniform float myin 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0