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[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
out vec4 frag_color;
uniform ivec4 x, y;
uniform ivec4 expected_msb, expected_lsb;
void main()
{
frag_color = vec4(0.0, 1.0, 0.0, 1.0);
ivec4 msb, lsb;
imulExtended(x, y, msb, lsb);
if (msb != expected_msb)
frag_color.r = 1.0;
if (lsb != expected_lsb)
frag_color.b = 1.0;
}
[test]
uniform ivec4 x 1 1 1 1
uniform ivec4 y 1 2 3 4
uniform ivec4 expected_msb 0 0 0 0
uniform ivec4 expected_lsb 1 2 3 4
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform ivec4 x -1 2 -131072 -131073
uniform ivec4 y 1 -2 131072 131073
uniform ivec4 expected_msb -1 -1 4294967292 4294967291
uniform ivec4 expected_lsb -1 -4 0 4294705151
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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