# [description] # This test exercises a bug found in Mesa: taking the absolute value # of -x should yield abs(x), not -abs(x). # # In this test, the intermediate value, -x, is also used in the # shader. [require] GLSL >= 1.10 [vertex shader] #version 110 uniform float x; void main() { gl_Position = gl_Vertex; float y = -x; float z = abs(y); gl_FrontColor = vec4(0.5 + x, 0.5 + y, 0.5 + z, 1.0); } [fragment shader] #version 110 void main(void) { gl_FragColor = gl_Color; } [test] uniform float x 0.25 draw rect -1 -1 2 2 probe all rgba 0.75 0.25 0.75 1.0