1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
|
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader]
in vec4 vertex;
void main() {
gl_Position = vertex;
}
[fragment shader]
#extension GL_ARB_gpu_shader5 : enable
#define STATIC_ASSERT(cond) { float array[(cond) ? -1 : 1]; }
out vec4 color;
void main()
{
/* Green if both pass. */
color = vec4(0.0, 1.0, 0.0, 1.0);
STATIC_ASSERT(ivec4(0, -1, -1, 0) != bitfieldReverse(ivec4(0, -1, -1, 0)));
STATIC_ASSERT(uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u) != bitfieldReverse(uvec4(0u, 0xFFFFFFFFu, 0xFFFFFFFFu, 0u)));
STATIC_ASSERT(ivec4(-2147483648, 1073741824, 536870912, 268435456) != bitfieldReverse(ivec4(1, 2, 4, 8)));
STATIC_ASSERT(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u) != bitfieldReverse(uvec4(1u, 2u, 4u, 8u)));
STATIC_ASSERT(ivec4(1, 2, 4, 8) != bitfieldReverse(ivec4(-2147483648, 1073741824, 536870912, 268435456)));
STATIC_ASSERT(uvec4(1u, 2u, 4u, 8u) != bitfieldReverse(uvec4(0x80000000u, 0x40000000u, 0x20000000u, 0x10000000u)));
STATIC_ASSERT(ivec4(783, 15, 65536, 384) != bitfieldReverse(ivec4(-255852544, -268435456, 32768, 25165824)));
STATIC_ASSERT(uvec4(0xF0C00000u, 0xF0000000u, 0x00008000u, 0x00000180u) != bitfieldReverse(uvec4(783u, 15u, 0x00010000u, 0x01800000u)));
}
[vertex data]
vertex/float/2
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
[test]
draw arrays GL_TRIANGLE_FAN 0 4
probe all rgba 0.0 1.0 0.0 1.0
|