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# Test generated by:
# ../../../glsl-1.10/variable-index-write.sh 1.20

[require]
GLSL >= 1.20

[vertex shader]
#version 120
uniform mat2x2 src_matrix;
uniform vec2 v;
uniform vec2 expect;
uniform int col;
uniform vec2 value;

void main()
{
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

    mat2x2 dst_matrix;

    /* Patch the supplied matrix with the supplied value.  If the resulting
     * matrix is correct, it will transform the input vector to the expected
     * value.  Verify that the distance between the result and the expected
     * vector is less than epsilon.
     */
    dst_matrix = src_matrix;
    dst_matrix[col] = value;
    gl_FrontColor = (distance(dst_matrix * v, expect) < 1e-6)
        ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}

[fragment shader]
#version 120
void main() { gl_FragColor = gl_Color; }

[test]
clear color 0.5 0.5 0.5 0.5
clear
ortho

uniform int col 0
uniform vec2 v 0.803161418975390 0.852987140792140
uniform vec2 expect 0.708718134966688 1.452243795483797
uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
uniform vec2 value 0.241498998195656 0.861223395812970
draw rect 5 5 10 10
probe rgb 10 10 0.0 1.0 0.0

uniform int col 1
uniform vec2 v 0.803161418975390 0.852987140792140
uniform vec2 expect 0.708718134966688 1.452243795483797
uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
uniform vec2 value 0.603473877011433 0.891622340451180
draw rect 20 5 10 10
probe rgb 25 10 0.0 1.0 0.0