File: tess_with_geometry.shader_test

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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;

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 = tan(vec4(gl_TessCoord[0], gl_TessCoord[1], gl_TessCoord[2], 1.0));
}

[geometry shader]
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec4 color[3];

out vec4 color2;
out vec3 bary;

void main() {
	color2 = color[0];
	bary = vec3(1.0, 0.0, 0.0);
	gl_Position = gl_in[0].gl_Position;
	EmitVertex();

	color2 = color[1];
	bary = vec3(0.0, 1.0, 0.0);
	gl_Position = gl_in[1].gl_Position;
	EmitVertex();

	color2 = color[2];
	bary = vec3(0.0, 0.0, 1.0);
	gl_Position = gl_in[2].gl_Position;
	EmitVertex();
}

[fragment shader]
in vec4 color2;
in vec3 bary;

void main()
{
	// antialias lines to make it a bit easier to see the gradient behind - note half
	// of the line belongs to this triangle, half to the neighboring one,
	// linewidth = 1 pixel
	vec3 a = smoothstep(vec3(0.0), fwidth(bary), bary);
	float halfedge = min(min(a.x, a.y), a.z);
	gl_FragColor = mix(vec4(1.0), color2, halfedge);
}

[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 1 1 1 1
patch parameter default level inner 4 4

clear color 0.5 0.5 0.5 1.0
clear
patch parameter vertices 3

draw arrays GL_PATCHES 0 6

tolerance 0.15 0.15 0.15 0.0

# first patch check colors close to the corners are correct
relative probe rgba ( 0.064 , 0.016 ) ( 1.0 , 0.0 , 0.0 , 1.0 )
relative probe rgba ( 0.872 , 0.016 ) ( 0.0 , 1.0 , 0.0 , 1.0 )
relative probe rgba ( 0.016 , 0.872 ) ( 0.0 , 0.0 , 1.0 , 1.0 )

# second patch
relative probe rgba ( 0.064 , 0.984 ) ( 1.0 , 0.0 , 0.0 , 1.0 )
relative probe rgba ( 0.98 , 0.12 ) ( 0.0 , 1.0 , 0.0 , 1.0 )
relative probe rgba ( 0.888 , 0.872 ) ( 0.0 , 0.0 , 1.0 , 1.0 )

# check that color close to center of first patch is correct
# since the vertex color computation is nonlinear we can tell if the patches
# have been tessellated or not
relative probe rgba ( 0.364, 0.336 ) ( 0.306, 0.388, 0.353, 1.0 )

# second patch
relative probe rgba ( 0.624, 0.66 ) ( 0.306, 0.388, 0.353, 1.0 )