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# Test proper behavior of the isinf(vec4) function.
#
# Note: testing behavior if isinf() is challenging because the GLSL
# 1.50 spec does not explicitly define any circumstances under which
# infinite values are required to be generated.  This test assumes
# that the expressions 1.0*exp(1000.0) and -1.0*exp(1000.0) produce
# infinite values when evaluated in the shader.

[require]
shaderFloat64

[vertex shader]
#version 430

layout(std140, push_constant) uniform block {
        double tolerance;
        dvec4 multiplier;
        vec4 exponent;
        dvec4 expected;
};

layout(location = 0) in vec4 piglit_vertex;
layout(location = 0) out vec4 vscolor;

void
main()
{
        gl_Position = piglit_vertex;
        vscolor = vec4(0.0);

        dvec4 r4 = multiplier*exp(exponent);
        dvec4 bl4 = dvec4(isinf(r4));
        if (distance(bl4, expected) > tolerance)
                vscolor.x = 1.0;

        dvec3 r3 = multiplier.xyz*exp(exponent.xyz);
        dvec3 bl3 = dvec3(isinf(r3));
        if (distance(bl3, expected.xyz) > tolerance)
                vscolor.y = 1.0;

        dvec2 r2 = multiplier.zw*exp(exponent.zw);
        dvec2 bl2 = dvec2(isinf(r2));
        if (distance(bl2, expected.zw) > tolerance)
                vscolor.z = 1.0;

        double r1 = multiplier.x*exp(exponent.x);
        double bl1 = double(isinf(r1));
        if (distance(bl1, expected.x) > tolerance)
                vscolor.w = 1.0;
}

[fragment shader]
#version 430

layout(location = 0) in vec4 vscolor;
layout(location = 0) out vec4 color;

void
main()
{
        color = vscolor;
}

[test]
clear color 0.0 0.0 1.0 0.0

clear
uniform double 0 0.0
uniform dvec4 32 1.0 1.0   -1.0   -1.0
uniform vec4 64    1.0 1000.0 1000.0 1.0
uniform dvec4 96   0.0 1.0    1.0    0.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 0.0 0.0

clear
uniform double 0  0.0
uniform dvec4 32 -1.0   -1.0 1.0 1.0
uniform vec4 64     1000.0 1.0 1.0 1000.0
uniform dvec4 96    1.0    0.0 0.0 1.0
draw rect -1 -1 2 2
probe all rgba 0.0 0.0 0.0 0.0