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[require]
GLSL >= 1.10
[vertex shader]
uniform float one;
uniform int count;
uniform vec4 red;
void main()
{
vec4 array[8];
array[0] = vec4(0.2, 0, 0.2, 0) * one;
array[1] = vec4(0, 0.2, 0, 0) * one;
array[2] = vec4(0, 0, 0.2, 0) * one;
array[3] = vec4(0.2, 0.2, 0, 0) * one;
array[4] = vec4(0, 0.2, 0.2, 0) * one;
array[5] = vec4(0.2, 0, 0.2, 0) * one;
array[6] = vec4(0, 0, 0, 0) * one;
array[7] = vec4(0.2, 0.2, 0.2, 0) * one;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
vec4 res = vec4(0);
for (int i = 0; i < count; i++)
array[i] = red;
gl_FrontColor = array[0] + array[1] + array[2] + array[3] +
array[4] + array[5] + array[6] + array[7];
}
[fragment shader file]
glsl-color.frag
[test]
ortho
clear color 0.5 0.5 0.5 0.5
clear
uniform float one 1
uniform vec4 red 0.1 0 0 0
uniform int count 0
draw rect 10 10 10 10
probe rgb 15 15 0.8 0.8 1.0
uniform int count 1
draw rect 30 10 10 10
probe rgb 35 15 0.7 0.8 0.8
uniform int count 2
draw rect 50 10 10 10
probe rgb 55 15 0.8 0.6 0.8
uniform int count 3
draw rect 70 10 10 10
probe rgb 75 15 0.9 0.6 0.6
uniform int count 4
draw rect 90 10 10 10
probe rgb 95 15 0.8 0.4 0.6
uniform int count 5
draw rect 110 10 10 10
probe rgb 115 15 0.9 0.2 0.4
uniform int count 6
draw rect 130 10 10 10
probe rgb 135 15 0.8 0.2 0.2
uniform int count 7
draw rect 150 10 10 10
probe rgb 155 15 0.9 0.2 0.2
uniform int count 8
draw rect 170 10 10 10
probe rgb 175 15 0.8 0 0
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