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authorIan Romanick <ian.d.romanick@intel.com>2010-08-30 10:28:02 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-08-30 10:28:02 -0700
commitc8fb994ba84778d0919a5ef14682e7b47eae1480 (patch)
tree66b5e21774dfba11b07f7a1e5a0163f476c28213 /tests
parent64920c46ab558dea3bd28406c380b5580d72a92c (diff)
Modify tangent tests to accept values calculated in single precission
Diffstat (limited to 'tests')
-rw-r--r--tests/shaders/glsl-fs-tan-2.shader_test7
-rw-r--r--tests/shaders/glsl-fs-tan-3.shader_test7
2 files changed, 8 insertions, 6 deletions
diff --git a/tests/shaders/glsl-fs-tan-2.shader_test b/tests/shaders/glsl-fs-tan-2.shader_test
index 76e33928a..e32b10ca9 100644
--- a/tests/shaders/glsl-fs-tan-2.shader_test
+++ b/tests/shaders/glsl-fs-tan-2.shader_test
@@ -20,15 +20,16 @@ void main()
float retVal = tan(x);
// expected result, calculated by C program
- const float expVal = 1255.765592;
const float tolerance = 0.001;
+ const vec2 expVal = vec2(1255.765592 - tolerance,
+ 1255.848311 + tolerance);
// Top half of the window should be 0.5 gray, and the bottom half
// should be green.
if (y > 0.0)
- gl_FragColor = vec4(vec3(retVal / (2.0 * expVal)), 1.0);
+ gl_FragColor = vec4(vec2(retVal / (2.0 * expVal)).xyy, 1.0);
else
- gl_FragColor = (abs(retVal - expVal) <= tolerance)
+ gl_FragColor = ((retVal >= expVal.x) && (retVal <= expVal.y))
? vec4(0.0, 1.0, 0.0, 1.0) // green
: vec4(1.0, 0.0, 0.0, 1.0); // red
}
diff --git a/tests/shaders/glsl-fs-tan-3.shader_test b/tests/shaders/glsl-fs-tan-3.shader_test
index 6df7d4045..7a75ea6de 100644
--- a/tests/shaders/glsl-fs-tan-3.shader_test
+++ b/tests/shaders/glsl-fs-tan-3.shader_test
@@ -20,15 +20,16 @@ void main()
float retVal = tan(x);
// expected result, calculated by C program
- const float expVal = 1255.765592;
const float tolerance = 0.001;
+ const vec2 expVal = vec2(1255.765592 - tolerance,
+ 1255.848311 + tolerance);
// Top half of the window should be 0.5 gray, and the bottom half
// should be green.
if (y > 0.0)
- gl_FragColor = vec4(vec3(retVal / (2.0 * expVal)), 1.0);
+ gl_FragColor = vec4(vec2(retVal / (2.0 * expVal)).xyy, 1.0);
else
- gl_FragColor = (abs(retVal - expVal) <= tolerance)
+ gl_FragColor = ((retVal >= expVal.x) && (retVal <= expVal.y))
? vec4(0.0, 1.0, 0.0, 1.0) // green
: vec4(1.0, 0.0, 0.0, 1.0); // red
}