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[require]
GLSL >= 1.20
[vertex shader]
#version 120
void
main()
{
gl_Position = gl_Vertex;
gl_TexCoord[0] = vec4(0.0, 0.0, 0.0, 1.0);
gl_TexCoord[1] = gl_Vertex;
gl_TexCoord[2] = vec4(0.0, 0.0, 0.0, 0.0);
gl_TexCoord[3] = gl_Vertex * 2.0;
gl_TexCoord[4] = vec4(1.0, 1.0, 1.0, 1.0);
gl_TexCoord[5] = gl_Vertex * 4.0;
gl_TexCoord[6] = vec4(1.0, 1.0, 1.0, 0.0);
gl_TexCoord[7] = gl_Vertex * 8.0;
}
[fragment shader]
#version 120
void
main()
{
if (gl_TexCoord[0] == vec4(0.0, 0.0, 0.0, 1.0) &&
gl_TexCoord[2] == vec4(0.0, 0.0, 0.0, 0.0) &&
gl_TexCoord[3] == gl_TexCoord[1] * 2.0 &&
gl_TexCoord[4] == vec4(1.0, 1.0, 1.0, 1.0) &&
gl_TexCoord[5] == gl_TexCoord[1] * 4.0 &&
gl_TexCoord[6] == vec4(1.0, 1.0, 1.0, 0.0) &&
gl_TexCoord[7] == gl_TexCoord[1] * 8.0)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
draw rect -1 -1 2 2
probe all rgba 0 1 0 1
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