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VERTEX_SHADER = '''
#version 330
uniform mat4 Mvp;
in vec4 vertex;
uniform Block {
mat4 Transform;
};
void main() {
gl_Position = Mvp * Transform * vertex;
}
'''
GEOMETRY_SHADER = '''
#version 330
layout(points) in;
uniform vec4 Position;
layout(line_strip, max_vertices = 2) out;
out vec4 color;
void main() {
gl_Position = gl_in[0].gl_Position + Position;
EmitVertex();
gl_Position = gl_in[0].gl_Position - Position;
EmitVertex();
EndPrimitive();
}
'''
FRAGMENT_SHADER = '''
#version 330
uniform vec4 Color;
uniform Lights {
uniform vec4 Light[1];
};
out vec4 color;
void main() {
color = Color * Light[0];
}
'''
def test_program_uniforms_1(ctx):
program = ctx.program(vertex_shader=VERTEX_SHADER)
assert 'Mvp' in program
assert 'Block' in program
assert 'Transform' not in program
def test_program_uniforms_2(ctx):
program = ctx.program(
vertex_shader=VERTEX_SHADER,
geometry_shader=GEOMETRY_SHADER,
fragment_shader=FRAGMENT_SHADER,
)
assert 'Mvp' in program
assert 'Position' in program
assert 'Color' in program
def test_program_uniform_blocks(ctx):
program = ctx.program(
vertex_shader=VERTEX_SHADER,
fragment_shader=FRAGMENT_SHADER,
)
assert 'Block' in program
assert 'Lights' in program
assert 'Transform' not in program
assert 'Light' not in program
def test_program_geometry_primitives_1(ctx):
program = ctx.program(vertex_shader=VERTEX_SHADER)
assert program.geometry_input is None
assert program.geometry_output is None
assert program.geometry_vertices == 0
def test_program_geometry_primitives_2(ctx):
program = ctx.program(
vertex_shader=VERTEX_SHADER,
geometry_shader=GEOMETRY_SHADER,
)
assert program.geometry_vertices == 2
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