diff options
author | Eric Anholt <eric@anholt.net> | 2010-07-07 14:17:14 -0700 |
---|---|---|
committer | Eric Anholt <eric@anholt.net> | 2010-07-13 16:26:16 -0700 |
commit | c29c45f21eef7378e1c93cef8ac452e65c1ec6f8 (patch) | |
tree | 1df9cbe748f70d16ed3e1f0f5d7c4c464c459043 /tests/shaders/glsl-texcoord-array.shader_test | |
parent | c829d7cf9af7d1f1b9c36dc7aa4d0529c7f8143b (diff) |
glsl-texcoord-array: Fix to be valid GLSL I hope.
Notably, there are no implicit conversions from float to int for array
indices, though Mesa master does so. Just use int uniforms, and use
1.20 to get the implicit conversion from int to float for the
multiplication.
Diffstat (limited to 'tests/shaders/glsl-texcoord-array.shader_test')
-rw-r--r-- | tests/shaders/glsl-texcoord-array.shader_test | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/tests/shaders/glsl-texcoord-array.shader_test b/tests/shaders/glsl-texcoord-array.shader_test index 26de8bb3b..d1a1fd8f9 100644 --- a/tests/shaders/glsl-texcoord-array.shader_test +++ b/tests/shaders/glsl-texcoord-array.shader_test @@ -1,9 +1,10 @@ [require] GL >= 2.0 -GLSL >= 1.10 +GLSL >= 1.20 [vertex shader] -uniform float n; +#version 120 +uniform int n; void main() { for (int i = 0; i < n; i++) { @@ -13,14 +14,14 @@ void main() } [fragment shader] -uniform float index; +uniform int index; void main() { gl_FragColor = gl_TexCoord[index]; } [test] -uniform float index 1 -uniform float n 4.0 +uniform int index 1 +uniform int n 4 draw rect -1 -1 2 2 probe rgba 1 1 0.5 0.5 0.5 0.5 |