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[require]
GLSL >= 1.10
[vertex shader]
varying vec4 texcoords;
void main()
{
gl_Position = gl_Vertex;
texcoords = (gl_Vertex + 1.0) / 2.0;
}
[fragment shader]
varying vec4 texcoords;
uniform float f;
uniform sampler2D tex;
vec4 foo(float foo_f, sampler2D foo_tex, vec4 foo_texcoords)
{
return texture2D(foo_tex, foo_texcoords.xy) * foo_f;
}
void main()
{
gl_FragColor = foo(f, tex, texcoords);
}
[test]
uniform int tex 1
uniform float f 1.0
texture rgbw 1 (8, 8)
draw rect -1 -1 2 2
relative probe rgb (0.25, 0.25) (1.0, 0.0, 0.0)
relative probe rgb (0.75, 0.25) (0.0, 1.0, 0.0)
relative probe rgb (0.25, 0.75) (0.0, 0.0, 1.0)
relative probe rgb (0.75, 0.75) (1.0, 1.0, 1.0)
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