File: invariant-qualifier-everywhere.shader_test

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# Test that invariant qualifier is available to all shaders
#
# GLSL 1.50 section 4.6.1 (The Invariant Qualifier) says:
#   To ensure that a particular output variable is invariant, it is necessary
#   to use the invariant qualifier. It can either be used to qualify a
#   previously declared variable as being invariant
#       invariant gl_Position; // make existing gl_Position be invariant
#       out vec3 Color; // make existing Color be invariant
#       invariant Color;
#   or as part of a declaration when a variable is declared
#       invariant centroid out vec3 Color;
#   The invariant qualifier must appear before any interpolation qualifiers or
#   storage qualifiers when combined with a declaration. Only variables output
#   from a shader (including those that are then input to a subsequent shader)
#   can be candidates for invariance. This includes user-defined output variables
#   and the built-in output variables. For variables leaving one shader and coming
#   into another shader, the invariant keyword has to be used in both shaders,
#   or a link error will result.
#
# Test is expected to pass.

[require]
GL >= 3.2
GLSL >= 1.50

[vertex shader]
#version 150

in vec4 vertex;
invariant out vec4 pos;
invariant gl_Position;
invariant out vec4 extra01;

void main()
{
    gl_Position = vertex;
    pos = vertex;
    extra01 = vec4(1.0);
}

[geometry shader]
#version 150

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

invariant in vec4 pos[];
invariant in vec4 extra01[];
invariant out vec4 extra02;


void main()
{
    for(int i = 0; i < 3; i++) {
        gl_Position = pos[i] * 0.5;
        extra02 = extra01[i] * 0.5;
        EmitVertex();
    }

}


[fragment shader]
#version 150

in vec4 extra02;
invariant extra02; //should be legal according to example
out vec4 FragColor;

void main()
{
    FragColor = vec4(extra02);
}

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

[test]
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.5 0.5 0.5 0.5