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      # Check proper functioning of the gl_PrimitiveID fragment shader input, in the
# case where there is no geometry shader, and a quads are being drawn.
[require]
GL COMPAT >= 3.2
GLSL >= 1.50
[vertex shader]
#version 150
in vec3 piglit_vertex;
flat out int expected_primitive_id;
void main()
{
    gl_Position = vec4(piglit_vertex.xy, 0.0, 1.0);
    expected_primitive_id = int(piglit_vertex.z);
}
[fragment shader]
#version 150
flat in int expected_primitive_id;
out vec4 piglit_fragcolor;
void main()
{
    if (expected_primitive_id == gl_PrimitiveID)
        piglit_fragcolor = vec4(0.0, 1.0, 0.0, 1.0);
    else
        piglit_fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
}
[vertex data]
piglit_vertex/float/3
-1.0 -1.0 0.0
 0.0 -1.0 0.0
 0.0  0.0 0.0
-1.0  0.0 0.0
 0.0 -1.0 1.0
 1.0 -1.0 1.0
 1.0  0.0 1.0
 0.0  0.0 1.0
-1.0  0.0 2.0
 0.0  0.0 2.0
 0.0  1.0 2.0
-1.0  1.0 2.0
 0.0  0.0 3.0
 1.0  0.0 3.0
 1.0  1.0 3.0
 0.0  1.0 3.0
[test]
clear color 0.0 0.0 0.0 0.0
clear
draw arrays GL_QUADS 0 16
probe all rgba 0.0 1.0 0.0 1.0
 
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