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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader passthrough]
[tessellation control shader]
#extension GL_ARB_tessellation_shader : require
layout(vertices = 3) out;
out vec4 color1[];
uniform sampler2D tex;
void main() {
gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
gl_TessLevelInner = float[2](1.0, 1.0);
vec2 texcoord = gl_in[gl_InvocationID].gl_Position.xy*0.25+0.5;
color1[gl_InvocationID] = texture(tex, texcoord);
}
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader : require
layout(triangles) in;
in vec4 color1[];
out vec4 color;
void main() {
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];
color = color1[0] * gl_TessCoord[0] +
color1[1] * gl_TessCoord[1] +
color1[2] * gl_TessCoord[2];
}
[fragment shader]
in vec4 color;
void main()
{
gl_FragColor = color;
}
[vertex data]
piglit_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 0.5 0.5 0.5 1.0
clear
patch parameter vertices 3
uniform int tex 0
texture checkerboard 0 0 (32, 32) (0.0, 0.0, 1.0, 0.0) (0.0, 1.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
draw arrays GL_PATCHES 0 6
tolerance 0 0.02 0.02 1
# blue in bottom left and top right corners, green elsewhere
# patch 0
relative probe rgba ( 0, 0 ) ( 0, 0, 1, 1 )
# patch 1
relative probe rgba ( 1, 1 ) ( 0, 0, 1, 1 )
relative probe rgba ( 0, 1 ) ( 0, 1, 0, 1 )
relative probe rgba ( 1, 0 ) ( 0, 1, 0, 1 )
relative probe rgba ( 0.5, 0.5 ) ( 0, 1, 0, 1 )
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