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[require]
GLSL >= 1.10
[vertex shader]
uniform int index;
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;
if (index >= 4)
m2[index-4] = 0.0;
else
m1[index] = 0.0;
}
[fragment shader]
uniform int index;
varying float m1[4];
varying float m2[4];
void main()
{
bool pass = true;
for (int i = 0; i < 4; i++)
pass = pass && m1[i] == (index == i ? 0.0 : float(1+i));
for (int i = 0; i < 4; i++)
pass = pass && m2[i] == (index == 4+i ? 0.0 : float(5+i));
gl_FragColor = pass ? 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
draw rect 5 5 10 10
probe rgb 10 10 0.0 1.0 0.0
uniform int index 1
draw rect 30 5 10 10
probe rgb 35 10 0.0 1.0 0.0
uniform int index 2
draw rect 55 5 10 10
probe rgb 60 10 0.0 1.0 0.0
uniform int index 3
draw rect 80 5 10 10
probe rgb 85 10 0.0 1.0 0.0
uniform int index 4
draw rect 105 5 10 10
probe rgb 110 10 0.0 1.0 0.0
uniform int index 5
draw rect 130 5 10 10
probe rgb 135 10 0.0 1.0 0.0
uniform int index 6
draw rect 155 5 10 10
probe rgb 160 10 0.0 1.0 0.0
uniform int index 7
draw rect 180 5 10 10
probe rgb 185 10 0.0 1.0 0.0
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