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# two subroutine test adding a uniform in
# this makes sure normal uniforms and
# subroutine uniforms don't interfere.
[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(getchan1)
float chan1_empty()
{
return 0.0;
}
subroutine(getchan2)
float chan2_full()
{
return 1.0;
}
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 1.0 1.0 1.0
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