[require] GLSL >= 4.00 GL_ARB_shader_precision [vertex shader passthrough] [fragment shader] #extension GL_ARB_shader_precision : require uniform float arg0; uniform float arg1; uniform float arg2; uniform float expected_a; uniform float expected_b; void main() { float result = fma(arg0, arg1, arg2); gl_FragColor = result == expected_a || result == expected_b ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); } [test] uniform float arg0 0xbcf5c28f uniform float arg1 0xbf59999a uniform float arg2 0xbcd0e560 uniform float expected_a 0x00000000 uniform float expected_b 0x302b020c draw rect -1 -1 1 1 relative probe rgba (0.0, 0.0) (0.0, 1.0, 0.0, 1.0) uniform float arg0 0x3fd5c28f uniform float arg1 0x3f28f5c3 uniform float arg2 0x3f800003 uniform float expected_a 0x40068a73 uniform float expected_b 0x40068a74 draw rect 0 -1 1 1 relative probe rgba (1.0, 0.0) (0.0, 1.0, 0.0, 1.0) uniform float arg0 0xbcf5c28f uniform float arg1 0x3f28f5c3 uniform float arg2 0x3fb5b22d uniform float expected_a 0x3fb3295f uniform float expected_b 0x3fb3295f draw rect -1 0 1 1 relative probe rgba (0.0, 1.0) (0.0, 1.0, 0.0, 1.0) uniform float arg0 0x3fef5c29 uniform float arg1 0xbcf5c28f uniform float arg2 0x3fc8ef34 uniform float expected_a 0x3fc1c0eb uniform float expected_b 0x3fc1c0eb draw rect 0 0 1 1 relative probe rgba (1.0, 1.0) (0.0, 1.0, 0.0, 1.0)