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/* Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec says:
*
* "Fragment shaders can have an input layout only for redeclaring the
* built-in variable gl_FragCoord (see section 7.2 Fragment Shader
* Special Variables). The layout qualifier identifiers for
* gl_FragCoord are
*
* layout-qualifier-id:
* origin_upper_left
* pixel_center_integer"
*
*
* "If gl_FragCoord is redeclared in any fragment shader in a program,
* it must be redeclared in all the fragment shaders in that program
* that have a static use gl_FragCoord. All redeclarations of
* gl_FragCoord in all fragment shaders in a single program must have
* the same set of qualifiers."
*
*
* Tests the case when all the fragment shaders which use gl_FragCoord,
* redeclare it with matching layout qualifiers. The specfic order of
* attached fragment shaders is important here.
*/
[require]
GLSL >= 1.50
[vertex shader passthrough]
[fragment shader]
void blue()
{
gl_FragColor.b = 1.0;
}
[fragment shader]
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
void alpha();
void blue();
void main()
{
gl_FragColor = vec4(gl_FragCoord.xy, 0.0, 1.0);
blue();
alpha();
}
[fragment shader]
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;
void alpha()
{
gl_FragColor.a = gl_FragCoord.z;
}
[test]
link success
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