File: primitive-id-in.shader_test

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# Check proper functioning of the gl_PrimitiveIDIn geometry shader
# input.

[require]
GLSL >= 1.50

[vertex shader]
#version 150

in vec4 vertex;
out int vertex_id_to_gs;
out vec4 vertex_to_gs;

void main()
{
  vertex_to_gs = vertex;
  vertex_id_to_gs = gl_VertexID;
}

[geometry shader]
#version 150

layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
in vec4 vertex_to_gs[3];
in int vertex_id_to_gs[3];
out vec4 color;

void main()
{
  /* We draw a triangle fan containing of 6 vertices, so the
   * relationship between the primitive ID and the input vertex IDs
   * should be:
   *
   * Primitive ID  Vertex ID's
   *  0             0 1 2
   *  1             0 2 3
   *  2             0 3 4
   *  3             0 4 5
   *
   * To avoid relying on the order in which vertices appear within
   * each triangle, compute the maximum of the input vertex IDs, and
   * subtract 2 from it.  That is the expected primitive ID.
   */
  int expected_primitive_id =
    max(max(vertex_id_to_gs[0], vertex_id_to_gs[1]), vertex_id_to_gs[2]) - 2;
  bool ok = expected_primitive_id == gl_PrimitiveIDIn;

  for (int i = 0; i < 3; i++) {
    gl_Position = vertex_to_gs[i];
    color = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
    EmitVertex();
  }
}

[fragment shader]
#version 150

in vec4 color;

void main()
{
  gl_FragColor = color;
}

[vertex data]
vertex/float/2
-1.0 -1.0
-1.0  1.0
 0.0  1.0
 1.0  1.0
 1.0  0.0
 1.0 -1.0

[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_TRIANGLE_FAN 0 6
probe all rgba 0.0 1.0 0.0 1.0