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# simple double through vs->tcs->tes->fs.
[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
GL_ARB_gpu_shader_fp64
[vertex shader]
#extension GL_ARB_gpu_shader_fp64: require
in vec4 vertex;
out double vs_var0;
void main()
{
gl_Position = vertex;
vs_var0 = 1.0LF;
}
[tessellation control shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(vertices = 3) out;
in double vs_var0[];
out double tcs_var0[];
void main() {
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
gl_TessLevelInner = float[2](0.0, 0.0);
tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + 2.0LF;
}
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader: require
#extension GL_ARB_gpu_shader_fp64: require
layout(triangles) in;
in double tcs_var0[];
flat out double tes_var0;
void main() {
dvec2 temp;
gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
+ gl_in[1].gl_Position * gl_TessCoord[1]
+ gl_in[2].gl_Position * gl_TessCoord[2];
tes_var0 = tcs_var0[0] + 3.0LF;
}
[fragment shader]
#extension GL_ARB_gpu_shader_fp64: require
flat in double tes_var0;
void main()
{
if (tes_var0 == 6.0LF)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
-1.0 1.0
-1.0 1.0
1.0 -1.0
1.0 1.0
[test]
clear color 0.1 0.1 0.1 0.1
clear
patch parameter vertices 3
draw arrays GL_PATCHES 0 6
probe all rgba 0.0 1.0 0.0 1.0
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