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[require]
GLSL >= 1.30
[vertex shader]
#version 130
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
#version 130
uniform int i;
void main()
{
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
vec4 tmp = vec4(0.0, 0.0, 0.0, 0.0);
switch (i) {
case 0:
gl_FragColor.x = 1.0;
break;
case 1:
gl_FragColor.y = 1.0;
break;
default:
gl_FragColor.z = 1.0;
break;
}
}
[test]
uniform int i 0
draw rect -1 -1 1 1
uniform int i 1
draw rect 0 -1 1 1
uniform int i 2
draw rect -1 0 1 1
relative probe rgba (0, 0) (1, 0, 0, 0)
relative probe rgba (1, 0) (0, 1, 0, 0)
relative probe rgba (0, 1) (0, 0, 1, 0)
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