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[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 v[25];
varying vec4 color;
void main()
{
color = vec4(0.0, 1.0, 0.0, 1.0);
for (int i = 0; i < 25; i++) {
if (sign(v[i].x) * sign(v[i].y) != v[i].z)
color = vec4(1.0, 0.0, 0.0, 1.0);
}
gl_Position = gl_Vertex;
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
uniform vec4 v[0] 5.0 5.0 1.0 0.0
uniform vec4 v[1] 5.0 -5.0 -1.0 0.0
uniform vec4 v[2] 5.0 0.0 0.0 0.0
uniform vec4 v[3] 5.0 0x7f000000 1.0 0.0
uniform vec4 v[4] 5.0 0xff000000 -1.0 0.0
uniform vec4 v[5] -5.0 5.0 -1.0 0.0
uniform vec4 v[6] -5.0 -5.0 1.0 0.0
uniform vec4 v[7] -5.0 0.0 0.0 0.0
uniform vec4 v[8] -5.0 0x7f000000 -1.0 0.0
uniform vec4 v[9] -5.0 0xff000000 1.0 0.0
uniform vec4 v[10] 0.0 5.0 0.0 0.0
uniform vec4 v[11] 0.0 -5.0 0.0 0.0
uniform vec4 v[12] 0.0 0.0 0.0 0.0
uniform vec4 v[13] 0.0 0x7f000000 0.0 0.0
uniform vec4 v[14] 0.0 0xff000000 0.0 0.0
uniform vec4 v[15] 0x7f000000 5.0 1.0 0.0
uniform vec4 v[16] 0x7f000000 -5.0 -1.0 0.0
uniform vec4 v[17] 0x7f000000 0.0 0.0 0.0
uniform vec4 v[18] 0x7f000000 0x7f000000 1.0 0.0
uniform vec4 v[19] 0x7f000000 0xff000000 -1.0 0.0
uniform vec4 v[20] 0xff000000 5.0 -1.0 0.0
uniform vec4 v[21] 0xff000000 -5.0 1.0 0.0
uniform vec4 v[22] 0xff000000 0.0 0.0 0.0
uniform vec4 v[23] 0xff000000 0x7f000000 -1.0 0.0
uniform vec4 v[24] 0xff000000 0xff000000 1.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 0.0 1.0 0.0
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