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[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
uniform vec3 vec_a;
uniform vec3 vec_b;
void main()
{
/* This is just doing some random calculations. This should end up
with tmp_vec = vec_a */
vec3 tmp_vec = vec_a * 3.0;
tmp_vec /= length (tmp_vec);
/* For some reason, tmp_vec here seems to get negated twice and
the wrong value results */
float dot_value = dot(-tmp_vec, vec_b);
gl_FragColor.xyz = vec3 (dot_value);
gl_FragColor.a = 1.0;
}
[test]
uniform vec3 vec_a 1.0 0.0 0.0
uniform vec3 vec_b -1.0 0.0 0.0
draw rect -1 -1 2 2
probe rgb 1 1 1.0 1.0 1.0
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