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[require]
GLSL >= 1.10
[vertex shader]
uniform float one;
uniform int index;
void main()
{
/* Intentionally initialize the array in a non-ascending order. */
vec4 array[4];
array[2] = vec4(0.1, 0, 0, 0) * one;
array[0] = vec4(0, 0.1, 0, 0) * one;
array[3] = vec4(0, 0, 0.1, 0) * one;
array[1] = vec4(0, 0.1, 0.1, 0) * one;
array[index] = vec4(0.5, 0.5, 0.5, 0);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = array[0] + array[1] + array[2] + array[3];
}
[fragment shader file]
glsl-color.frag
[test]
ortho
clear color 0.5 0.5 0.5 0.5
clear
uniform float one 1
uniform int index 0
draw rect 10 10 10 10
probe rgb 15 15 0.6 0.6 0.7
uniform int index 1
draw rect 30 10 10 10
probe rgb 35 15 0.6 0.6 0.6
uniform int index 2
draw rect 50 10 10 10
probe rgb 55 15 0.5 0.7 0.7
uniform int index 3
draw rect 70 10 10 10
probe rgb 75 15 0.6 0.7 0.6
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