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[require]
GLSL >= 4.00
[vertex shader]
#version 400
uniform vec4 instance_colors[] = vec4[](vec4(0.0, 1.0, 0.0, 1.0),
vec4(0.0, 0.5, 0.5, 1.0),
vec4(0.0, 0.0, 1.0, 1.0));
in vec4 piglit_vertex;
out vec4 color, pos;
void main()
{
color = instance_colors[gl_InstanceID];
vec4 v = piglit_vertex;
v.x += 20.0 * float(gl_InstanceID) / 125.0;
pos = v;
}
[tessellation evaluation shader]
#version 400
layout(quads) in;
in vec4 color[], pos[];
out vec4 fs_color;
void main()
{
gl_Position = mix(mix(pos[0], pos[1], gl_TessCoord[0]),
mix(pos[2], pos[3], gl_TessCoord[0]), gl_TessCoord[1]);
fs_color = color[0];
}
[fragment shader]
#version 400
in vec4 fs_color;
void main()
{
gl_FragColor = fs_color;
}
[test]
clear color 0.5 0.5 0.5 0.5
clear
draw instanced rect ortho patch 3 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
probe rgb 35 15 0.0 0.5 0.5
probe rgb 55 15 0.0 0.0 1.0
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