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# This test verifies that a geometry shader can redeclare just the
# gl_PerVertex output block, but still use members of the gl_PerVertex
# input block (whether or not those members were included in the
# redeclaration of the output block).
[require]
GLSL >= 1.50
[vertex shader]
in vec4 piglit_vertex;
void main()
{
gl_Position = piglit_vertex;
gl_PointSize = dot(piglit_vertex, vec4(1.0));
}
[geometry shader]
layout(triangles) in;
layout(triangle_strip, max_vertices = 3) out;
out gl_PerVertex {
vec4 gl_Position;
};
out vec4 color;
void main()
{
bool ok = true;
for (int i = 0; i < 3; i++) {
if (gl_in[i].gl_PointSize != dot(gl_in[i].gl_Position, vec4(1.0)))
ok = false;
}
for (int i = 0; i < 3; i++) {
gl_Position = gl_in[i].gl_Position;
color = ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
EmitVertex();
}
}
[fragment shader]
in vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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