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[require]
GLSL >= 1.10
[vertex shader]
void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
[fragment shader]
/* From page 38 (page 44 of the PDF) of the GLSL 1.10 spec:
*
* "A shader can redefine built-in functions. If a built-in function is
* redeclared in a shader (i.e. a prototype is visible) before a call to
* it, then the linker will only attempt to resolve that call within the
* set shaders that are linked with it."
*/
uniform float f;
float func(float);
float abs(float x)
{
return x;
}
void main()
{
/* The call to abs in func should bind to the built-in version, but
* the call to abs here, which follows the override, should not.
*/
gl_FragColor = (func(f) == abs(f))
? vec4(1.0, 0.0, 0.0, 1.0)
: vec4(0.0, 1.0, 0.0, 1.0);
}
[fragment shader]
float func(float x)
{
return abs(x);
}
[test]
uniform float f -1.0
draw rect -1 -1 2 2
probe all rgb 0.0 1.0 0.0
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