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[require]
GLSL >= 1.30
[vertex shader]
#version 130
uniform int i;
void main()
{
gl_Position = gl_Vertex;
switch (i) {
case 0:
gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
break;
case 1:
gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
break;
case 2:
gl_FrontColor = vec4(0.0, 0.0, 1.0, 0.0);
break;
case 3:
gl_FrontColor = vec4(1.0, 1.0, 1.0, 0.0);
break;
default:
gl_FrontColor = vec4(1.0, 0.0, 1.0, 0.0);
}
}
[fragment shader]
#version 130
void main()
{
gl_FragColor = gl_Color;
}
[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
uniform int i 3
draw rect 0 0 1 1
relative probe rgba (0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
relative probe rgba (1.0, 0.0) (0.0, 1.0, 0.0, 0.0)
relative probe rgba (0.0, 1.0) (0.0, 0.0, 1.0, 0.0)
relative probe rgba (1.0, 1.0) (1.0, 1.0, 1.0, 0.0)
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