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# Use 4 uniforms and gl_FragCoord (which adds a mesa state parameter) and see
# if the uniform storage is updated after reallocating the parameter list.
[require]
GLSL >= 1.10
[vertex shader]
#version 110
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
#version 110
uniform float zero0, zero1, zero2;
uniform float u;
void main()
{
gl_FragColor = u + zero0 * gl_FragCoord + zero1 + zero2;
}
[test]
uniform float zero0 0
uniform float zero1 0
uniform float zero2 0
uniform float u 0.3
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw rect 0 0 50 50
uniform float u 0.4
draw rect 50 0 50 50
uniform float u 0.5
draw rect 100 0 50 50
uniform float u 0.6
draw rect 150 0 50 50
probe rgb 25 25 0.3 0.3 0.3
probe rgb 75 25 0.4 0.4 0.4
probe rgb 125 25 0.5 0.5 0.5
probe rgb 175 25 0.6 0.6 0.6
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