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path: root/tests/spec/glsl-es-1.00/execution/variable-index-read/fs-uniform-array-mat4-col-rd.shader_test
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# Test generated by:
# ../../../glsl-1.10/variable-index-read.sh 1.00

[require]
GLSL ES >= 1.00
GL ES >= 2.0

[vertex shader]
attribute vec4 vertex;
mat4 projection = mat4(
    2.0/250.0, 0.0, 0.0, -1.0,
    0.0, 2.0/250.0, 0.0, -1.0,
    0.0, 0.0, -1.0, 0.0,
    0.0, 0.0, 0.0, 1.0);
uniform int col;
uniform vec4 expect;
uniform mat4 m[3];
varying vec4 color;

void main()
{
    gl_Position = vertex;
    gl_Position *= projection;
}

[fragment shader]
precision highp float;
precision highp int;
uniform int col;
uniform vec4 expect;
uniform mat4 m[3];
varying vec4 color;

void main()
{
    gl_FragColor = (m[1][col] == expect)
        ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}

[test]
clear color 0.5 0.5 0.5 0.5
clear

uniform mat4x4 m[0] 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 11.0 12.0 13.0 14.0 15.0 16.0
uniform mat4x4 m[1] 17.0 18.0 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 28.0 29.0 30.0 31.0 32.0
uniform int col 0
uniform vec4 expect 17 18 19 20
draw rect 75 5 10 10
probe rgb 80 10 0.0 1.0 0.0

uniform int col 1
uniform vec4 expect 21 22 23 24
draw rect 90 5 10 10
probe rgb 95 10 0.0 1.0 0.0

uniform int col 2
uniform vec4 expect 25 26 27 28
draw rect 105 5 10 10
probe rgb 110 10 0.0 1.0 0.0

uniform int col 3
uniform vec4 expect 29 30 31 32
draw rect 120 5 10 10
probe rgb 125 10 0.0 1.0 0.0