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[require]
GLSL >= 1.10
[vertex shader passthrough]
[fragment shader]
uniform float a;
uniform float b;
uniform vec4 color0;
uniform vec4 color1;
void main()
{
/* This is a general step() test, but it is designed to tickle an
* optimization path in the GEN4 and GEN5 code generation in the i965
* driver. This optimization tries to generate different code for
* expressions like 'float(expr cmp 0)'.
*/
gl_FragColor = step(0.0, a * b) * color0 + color1;
}
[test]
uniform float a -1
uniform float b 1
uniform vec4 color0 1.0 -1.0 0.0 0.0
uniform vec4 color1 0.0 1.0 0.0 1.0
draw rect -1 -1 1 2
relative probe rgba (0.25, 0.5) (0.0, 1.0, 0.0, 1.0)
uniform float a 1
uniform float b 1
uniform vec4 color0 -1.0 1.0 0.0 0.0
uniform vec4 color1 1.0 0.0 0.0 1.0
draw rect 0 -1 1 2
relative probe rgba (0.75, 0.5) (0.0, 1.0, 0.0, 1.0)
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