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[require]
GLSL >= 1.40
[vertex shader]
#version 140
struct S1 {
float r;
};
struct S2 {
float g;
float b;
float a;
};
struct S {
S1 s1;
S2 s2;
};
uniform ubo1 {
S s;
};
in vec4 piglit_vertex;
out vec4 v;
void main()
{
gl_Position = piglit_vertex;
v = vec4(s.s1.r, s.s2.g, s.s2.b, s.s2.a);
}
[fragment shader]
#version 140
in vec4 v;
void main()
{
gl_FragColor = v;
}
[test]
uniform float s.s1.r 0.0
uniform float s.s2.g 1.0
uniform float s.s2.b 0.0
uniform float s.s2.a 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 0.0
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