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[require]
GLSL >= 1.10
[vertex shader]
varying vec4 c;
attribute vec4 piglit_vertex;
void main()
{
c = vec4(2.0, 13.0, 1.0, 0.0);
gl_Position = piglit_vertex;
}
[fragment shader]
uniform vec4 a;
uniform float b;
varying vec4 c;
void main()
{
/* This tickles a bug in the i965 driver on GEN4 and GEN5 platforms. An
* optimization tries to be clever doing a float cast of comparison with a
* constant value of zero. However, the generated comparison was
* inverted, so everything went wrong.
*/
gl_FragColor = vec4(equal(a * c, vec4(b, 13, 0, 0)));
}
[test]
uniform vec4 a 1.0 1.0 1.0 1.0
uniform float b 38.2
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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