File: dynamic_input_array_index.shader_test

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# Verify that a geometry shader can access an input array using a
# dynamic index rather than a constant index.

[require]
GL >= 3.2
GLSL >= 1.50

[vertex shader]
#version 150

in vec4 vertex;
in ivec4 color;
in ivec4 modulus;
in int index;
out vec4 vertex_to_gs;
out ivec4 color_to_gs;
out ivec4 modulus_to_gs;
out int index_to_gs;

void main()
{
  vertex_to_gs = vertex;
  color_to_gs = color;
  modulus_to_gs = modulus;
  index_to_gs = index;
}

[geometry shader]
#version 150

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;

in vec4 vertex_to_gs[3];
in ivec4 color_to_gs[3];
in ivec4 modulus_to_gs[3];
in int index_to_gs[3];
out vec4 color_to_fs;

void main()
{
  for (int i = 0; i < 3; i++) {
    gl_Position = vertex_to_gs[i];
    color_to_fs = vec4(mod(color_to_gs[i], modulus_to_gs[index_to_gs[i]]));
    EmitVertex();
  }
}

[fragment shader]
#version 150

in vec4 color_to_fs;
out vec4 color;

void main()
{
  color = color_to_fs;
}

[vertex data]
vertex/float/2  color/int/4  modulus/int/4  index/int/1
-1.0 -1.0       5  7  9 10   4 7 5 2        2
 1.0 -1.0       2  3  4  3   2 2 2 2        1
 1.0  1.0       8 15 15 15   5 6 9 9        0
-1.0 -1.0       5  7  9 10   4 7 5 2        2
 1.0  1.0       2  3  4  3   2 2 2 2        1
-1.0  1.0       8 15 15 15   5 6 9 9        0

[test]
draw arrays GL_TRIANGLES 0 6
probe all rgba 0.0 1.0 0.0 1.0