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# Test a very simple set of tess shaders which
# do not require per-vertex data. We have a pair
# of invocations, which is the easiest case for i965.
[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader passthrough]
[tessellation control shader]
#version 150
#extension GL_ARB_tessellation_shader : require
layout(vertices = 2) out;
void main()
{
gl_TessLevelInner[0] = 1.0;
gl_TessLevelInner[1] = 1.0;
gl_TessLevelOuter[0] = 1.0;
gl_TessLevelOuter[1] = 1.0;
gl_TessLevelOuter[2] = 1.0;
gl_TessLevelOuter[3] = 1.0;
}
[tessellation evaluation shader]
#version 150
#extension GL_ARB_tessellation_shader : require
layout(quads, equal_spacing) in;
void main()
{
gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);
}
[fragment shader]
#version 150
void main()
{
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
}
[test]
patch parameter vertices 1
draw arrays GL_PATCHES 0 1
probe all rgba 0.0 1.0 0.0 1.0
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