File: glsl-const-builtin-normalize.shader_test

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[require]
GLSL >= 1.20

[vertex shader]
void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
void main()
{
    const vec2 v = normalize(vec2(1.0, 1.0));

    /* Attempt to normalize the zero vector.  The specification is unclear
     * about the results, but ATI returns the zero vector.  At any rate, the
     * compiler should not crash.
     */
    const vec2 z = normalize(vec2(0.0, 0.0));
    gl_FragColor = vec4(v.x, z.x, z.y, 1.0);
}

[test]
draw rect -1 -1 2 2
probe all rgb 0.7071067811865475 0.0 0.0