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[require]
GLSL >= 1.10
[vertex shader]
varying float m1[4];
varying float m2[4];
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
m1[0] = 1.0;
m1[1] = 2.0;
m1[2] = 3.0;
m1[3] = 4.0;
m2[0] = 5.0;
m2[1] = 6.0;
m2[2] = 7.0;
m2[3] = 8.0;
}
[fragment shader]
uniform int index;
uniform float expect;
varying float m1[4];
varying float m2[4];
void main()
{
gl_FragColor = ((index >= 4 ? m2[index-4] : m1[index]) == expect)
? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
clear color 0.5 0.5 0.5 0.5
clear
ortho
uniform int index 0
uniform float expect 1
draw rect 5 5 10 10
probe rgb 10 10 0.0 1.0 0.0
uniform int index 1
uniform float expect 2
draw rect 30 5 10 10
probe rgb 35 10 0.0 1.0 0.0
uniform int index 2
uniform float expect 3
draw rect 55 5 10 10
probe rgb 60 10 0.0 1.0 0.0
uniform int index 3
uniform float expect 4
draw rect 80 5 10 10
probe rgb 85 10 0.0 1.0 0.0
uniform int index 4
uniform float expect 5
draw rect 105 5 10 10
probe rgb 110 10 0.0 1.0 0.0
uniform int index 5
uniform float expect 6
draw rect 130 5 10 10
probe rgb 135 10 0.0 1.0 0.0
uniform int index 6
uniform float expect 7
draw rect 155 5 10 10
probe rgb 160 10 0.0 1.0 0.0
uniform int index 7
uniform float expect 8
draw rect 180 5 10 10
probe rgb 185 10 0.0 1.0 0.0
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