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-rw-r--r--tests/shaders/glsl-fs-sampler-numbering-3.shader_test50
1 files changed, 50 insertions, 0 deletions
diff --git a/tests/shaders/glsl-fs-sampler-numbering-3.shader_test b/tests/shaders/glsl-fs-sampler-numbering-3.shader_test
new file mode 100644
index 000000000..35090ab1d
--- /dev/null
+++ b/tests/shaders/glsl-fs-sampler-numbering-3.shader_test
@@ -0,0 +1,50 @@
+[require]
+GL >= 2.0
+GLSL >= 1.10
+
+[vertex shader]
+varying vec2 texcoords;
+uniform float yoffset;
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ texcoords = gl_Vertex.xy + vec2(0.0, yoffset);
+}
+
+[fragment shader]
+varying vec2 texcoords;
+uniform sampler2D tex[2];
+
+void main()
+{
+ if (texcoords.x < 0.0) {
+ gl_FragColor = texture2D(tex[0], texcoords.xy + vec2(1.0, 0.0));
+ } else {
+ gl_FragColor = texture2D(tex[1], texcoords.xy);
+ }
+}
+
+[test]
+texture checkerboard 0 0 (8, 8) (0.0, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
+texture checkerboard 1 0 (8, 8) (0.0, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
+
+uniform int tex[0] 0
+uniform int tex[1] 1
+uniform float yoffset 1.0
+draw rect -1 -1 2 1
+
+uniform int tex[0] 1
+uniform int tex[1] 0
+uniform float yoffset 0.0
+draw rect -1 0 2 1
+
+relative probe rgb (0.375, 0.125) (0.0, 1.0, 0.0)
+relative probe rgb (0.125, 0.375) (0.0, 1.0, 0.0)
+relative probe rgb (0.875, 0.625) (0.0, 1.0, 0.0)
+relative probe rgb (0.675, 0.875) (0.0, 1.0, 0.0)
+
+relative probe rgb (0.875, 0.125) (1.0, 0.0, 0.0)
+relative probe rgb (0.625, 0.375) (1.0, 0.0, 0.0)
+relative probe rgb (0.375, 0.625) (1.0, 0.0, 0.0)
+relative probe rgb (0.125, 0.875) (1.0, 0.0, 0.0)