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[require]
GLSL >= 1.50
GL_ARB_tessellation_shader
[vertex shader passthrough]
[tessellation evaluation shader]
#extension GL_ARB_tessellation_shader : require
layout(triangles) in;
out vec4 color;
uniform sampler2D tex;
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 = texture(tex, gl_Position.xy*0.5 + vec2(0.5));
}
[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]
patch parameter default level outer 25 25 25 25
patch parameter default level inner 25 25
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, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
draw arrays GL_PATCHES 0 6
# black portion of checkerboard
relative probe rgba (0, 0) (0, 0, 0, 0)
relative probe rgba (0.25, 0.25) (0,0,0,0)
relative probe rgba (0.75, 0.75) (0,0,0,0)
# green portion of checkerboard
relative probe rgba (0, 0.75) (0,1,0,0)
relative probe rgba (0.75, 0.25) (0,1,0,0)
relative probe rgba (0.5, 0.5) (0,1,0,0)
# should hit the red border color of the texture
tolerance 0.1 0.1 0 0.1
relative probe rgba (1, 1) (1,0,0,1)
relative probe rgba (0, 1) (1,0,0,1)
relative probe rgba (1, 0) (1,0,0,1)
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