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[require]
GL >= 2.0
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
void main()
{
/* st_glsl_to_tgsi.cpp would return a bool value of 0.0 or
* 1.0, instead of 0 or ~0 like it should with NativeIntegers
* set. Then the NOT operation would give a still-nonzero
* value.
*/
if (!gl_FrontFacing)
gl_FragColor = vec4(0.0, 0.0, 1.0, 0.0);
else
gl_FragColor = vec4(0.0, 1.0, 0.0, 0.0);
}
[test]
draw rect -1 -1 2 1
draw rect 1 0 -2 1
relative probe rgba (0, 0) (0.0, 1.0, 0.0, 0.0)
relative probe rgba (1, 0) (0.0, 1.0, 0.0, 0.0)
relative probe rgba (0, 1) (0.0, 0.0, 1.0, 0.0)
relative probe rgba (1, 1) (0.0, 0.0, 1.0, 0.0)
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