diff options
author | Marek Olšák <marek.olsak@amd.com> | 2015-03-19 15:08:13 +0100 |
---|---|---|
committer | Marek Olšák <marek.olsak@amd.com> | 2015-05-05 00:51:47 +0200 |
commit | 11ef578202ea35805ad3c98a78577424d80468ab (patch) | |
tree | 110a78baed1aac1bbf37a6070d3acd6f57da022f /tests/spec/glsl-1.50 | |
parent | 086a2d6f9bea79764259dcb921edee6c165b9a2b (diff) |
glsl-1.50: add tests for indirect addressing of VS outputs before GS (v2)
v2: - use length()
- update the require section
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
Diffstat (limited to 'tests/spec/glsl-1.50')
4 files changed, 808 insertions, 0 deletions
diff --git a/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-float-index-wr-before-gs.shader_test b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-float-index-wr-before-gs.shader_test new file mode 100644 index 000000000..2d305044f --- /dev/null +++ b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-float-index-wr-before-gs.shader_test @@ -0,0 +1,202 @@ +[require] +GLSL >= 1.50 +GL_MAX_VERTEX_OUTPUT_COMPONENTS >= 128 + +[vertex shader] +#version 150 + +uniform int index; +in vec4 piglit_vertex; + +out block { + float m1[16]; + float m2[15]; +} ins; + +void main() +{ + gl_Position = piglit_vertex; + + for (int i = 0; i < ins.m1.length(); i++) + ins.m1[i] = 1.0 + float(i); + + for (int i = 0; i < ins.m2.length(); i++) + ins.m2[i] = 1.0 + float(ins.m1.length()+i); + + if (index >= ins.m1.length()) + ins.m2[index-ins.m1.length()] = 0.0; + else + ins.m1[index] = 0.0; +} + +[geometry shader] +#version 150 +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +uniform int index; +in block { + float m1[16]; + float m2[15]; +} ins[]; +out vec4 color; + +void main() +{ + for (int p = 0; p < 3; p++) { + bool pass = true; + + for (int i = 0; i < ins[p].m1.length(); i++) + pass = pass && ins[p].m1[i] == (index == i ? + 0.0 : + 1.0 + float(i)); + + for (int i = 0; i < ins[p].m2.length(); i++) + pass = pass && ins[p].m2[i] == (index == ins[p].m1.length()+i ? + 0.0 : + 17.0 + float(i)); + + color = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = gl_in[p].gl_Position; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +in vec4 color; +out vec4 outcolor; + +void main() +{ + outcolor = color; +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear + +uniform int index 0 +draw rect -1 -1 0.09 0.09 +probe rgb 6 6 0.0 1.0 0.0 + +uniform int index 1 +draw rect -0.9 -1 0.09 0.09 +probe rgb 18 6 0.0 1.0 0.0 + +uniform int index 2 +draw rect -0.8 -1 0.09 0.09 +probe rgb 31 6 0.0 1.0 0.0 + +uniform int index 3 +draw rect -0.7 -1 0.09 0.09 +probe rgb 43 6 0.0 1.0 0.0 + +uniform int index 4 +draw rect -0.6 -1 0.09 0.09 +probe rgb 56 6 0.0 1.0 0.0 + +uniform int index 5 +draw rect -0.5 -1 0.09 0.09 +probe rgb 68 6 0.0 1.0 0.0 + +uniform int index 6 +draw rect -0.4 -1 0.09 0.09 +probe rgb 81 6 0.0 1.0 0.0 + +uniform int index 7 +draw rect -0.3 -1 0.09 0.09 +probe rgb 93 6 0.0 1.0 0.0 + +uniform int index 8 +draw rect -0.2 -1 0.09 0.09 +probe rgb 106 6 0.0 1.0 0.0 + +uniform int index 9 +draw rect -0.1 -1 0.09 0.09 +probe rgb 118 6 0.0 1.0 0.0 + +uniform int index 10 +draw rect 0 -1 0.09 0.09 +probe rgb 131 6 0.0 1.0 0.0 + +uniform int index 11 +draw rect 0.1 -1 0.09 0.09 +probe rgb 143 6 0.0 1.0 0.0 + +uniform int index 12 +draw rect 0.2 -1 0.09 0.09 +probe rgb 156 6 0.0 1.0 0.0 + +uniform int index 13 +draw rect 0.3 -1 0.09 0.09 +probe rgb 168 6 0.0 1.0 0.0 + +uniform int index 14 +draw rect 0.4 -1 0.09 0.09 +probe rgb 181 6 0.0 1.0 0.0 + +uniform int index 15 +draw rect 0.5 -1.0 0.09 0.09 +probe rgb 193 6 0.0 1.0 0.0 + +uniform int index 16 +draw rect -1 -0.9 0.09 0.09 +probe rgb 6 18 0.0 1.0 0.0 + +uniform int index 17 +draw rect -0.9 -0.9 0.09 0.09 +probe rgb 18 18 0.0 1.0 0.0 + +uniform int index 18 +draw rect -0.8 -0.9 0.09 0.09 +probe rgb 31 18 0.0 1.0 0.0 + +uniform int index 19 +draw rect -0.7 -0.9 0.09 0.09 +probe rgb 43 18 0.0 1.0 0.0 + +uniform int index 20 +draw rect -0.6 -0.9 0.09 0.09 +probe rgb 56 18 0.0 1.0 0.0 + +uniform int index 21 +draw rect -0.5 -0.9 0.09 0.09 +probe rgb 68 18 0.0 1.0 0.0 + +uniform int index 22 +draw rect -0.4 -0.9 0.09 0.09 +probe rgb 81 18 0.0 1.0 0.0 + +uniform int index 23 +draw rect -0.3 -0.9 0.09 0.09 +probe rgb 93 18 0.0 1.0 0.0 + +uniform int index 24 +draw rect -0.2 -0.9 0.09 0.09 +probe rgb 106 18 0.0 1.0 0.0 + +uniform int index 25 +draw rect -0.1 -0.9 0.09 0.09 +probe rgb 118 18 0.0 1.0 0.0 + +uniform int index 26 +draw rect 0 -0.9 0.09 0.09 +probe rgb 131 18 0.0 1.0 0.0 + +uniform int index 27 +draw rect 0.1 -0.9 0.09 0.09 +probe rgb 143 18 0.0 1.0 0.0 + +uniform int index 28 +draw rect 0.2 -0.9 0.09 0.09 +probe rgb 156 18 0.0 1.0 0.0 + +uniform int index 29 +draw rect 0.3 -0.9 0.09 0.09 +probe rgb 168 18 0.0 1.0 0.0 + +uniform int index 30 +draw rect 0.4 -0.9 0.09 0.09 +probe rgb 181 18 0.0 1.0 0.0 diff --git a/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec2-index-wr-before-gs.shader_test b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec2-index-wr-before-gs.shader_test new file mode 100644 index 000000000..d347c2c32 --- /dev/null +++ b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec2-index-wr-before-gs.shader_test @@ -0,0 +1,202 @@ +[require] +GLSL >= 1.50 +GL_MAX_VERTEX_OUTPUT_COMPONENTS >= 128 + +[vertex shader] +#version 150 + +uniform int index; +in vec4 piglit_vertex; + +out block { + vec2 m1[16]; + vec2 m2[15]; +} ins; + +void main() +{ + gl_Position = piglit_vertex; + + for (int i = 0; i < ins.m1.length(); i++) + ins.m1[i] = vec2(1.0, 1.1) + vec2(i); + + for (int i = 0; i < ins.m2.length(); i++) + ins.m2[i] = vec2(1.0, 1.1) + vec2(ins.m1.length()+i); + + if (index >= ins.m1.length()) + ins.m2[index-ins.m1.length()] = vec2(0.0, 0.1); + else + ins.m1[index] = vec2(0.0, 0.1); +} + +[geometry shader] +#version 150 +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +uniform int index; +in block { + vec2 m1[16]; + vec2 m2[15]; +} ins[]; +out vec4 color; + +void main() +{ + for (int p = 0; p < 3; p++) { + bool pass = true; + + for (int i = 0; i < ins[p].m1.length(); i++) + pass = pass && ins[p].m1[i] == (index == i ? + vec2(0.0, 0.1) : + vec2(1.0, 1.1) + vec2(i)); + + for (int i = 0; i < ins[p].m2.length(); i++) + pass = pass && ins[p].m2[i] == (index == ins[p].m1.length()+i ? + vec2(0.0, 0.1) : + vec2(17.0, 17.1) + vec2(i)); + + color = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = gl_in[p].gl_Position; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +in vec4 color; +out vec4 outcolor; + +void main() +{ + outcolor = color; +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear + +uniform int index 0 +draw rect -1 -1 0.09 0.09 +probe rgb 6 6 0.0 1.0 0.0 + +uniform int index 1 +draw rect -0.9 -1 0.09 0.09 +probe rgb 18 6 0.0 1.0 0.0 + +uniform int index 2 +draw rect -0.8 -1 0.09 0.09 +probe rgb 31 6 0.0 1.0 0.0 + +uniform int index 3 +draw rect -0.7 -1 0.09 0.09 +probe rgb 43 6 0.0 1.0 0.0 + +uniform int index 4 +draw rect -0.6 -1 0.09 0.09 +probe rgb 56 6 0.0 1.0 0.0 + +uniform int index 5 +draw rect -0.5 -1 0.09 0.09 +probe rgb 68 6 0.0 1.0 0.0 + +uniform int index 6 +draw rect -0.4 -1 0.09 0.09 +probe rgb 81 6 0.0 1.0 0.0 + +uniform int index 7 +draw rect -0.3 -1 0.09 0.09 +probe rgb 93 6 0.0 1.0 0.0 + +uniform int index 8 +draw rect -0.2 -1 0.09 0.09 +probe rgb 106 6 0.0 1.0 0.0 + +uniform int index 9 +draw rect -0.1 -1 0.09 0.09 +probe rgb 118 6 0.0 1.0 0.0 + +uniform int index 10 +draw rect 0 -1 0.09 0.09 +probe rgb 131 6 0.0 1.0 0.0 + +uniform int index 11 +draw rect 0.1 -1 0.09 0.09 +probe rgb 143 6 0.0 1.0 0.0 + +uniform int index 12 +draw rect 0.2 -1 0.09 0.09 +probe rgb 156 6 0.0 1.0 0.0 + +uniform int index 13 +draw rect 0.3 -1 0.09 0.09 +probe rgb 168 6 0.0 1.0 0.0 + +uniform int index 14 +draw rect 0.4 -1 0.09 0.09 +probe rgb 181 6 0.0 1.0 0.0 + +uniform int index 15 +draw rect 0.5 -1.0 0.09 0.09 +probe rgb 193 6 0.0 1.0 0.0 + +uniform int index 16 +draw rect -1 -0.9 0.09 0.09 +probe rgb 6 18 0.0 1.0 0.0 + +uniform int index 17 +draw rect -0.9 -0.9 0.09 0.09 +probe rgb 18 18 0.0 1.0 0.0 + +uniform int index 18 +draw rect -0.8 -0.9 0.09 0.09 +probe rgb 31 18 0.0 1.0 0.0 + +uniform int index 19 +draw rect -0.7 -0.9 0.09 0.09 +probe rgb 43 18 0.0 1.0 0.0 + +uniform int index 20 +draw rect -0.6 -0.9 0.09 0.09 +probe rgb 56 18 0.0 1.0 0.0 + +uniform int index 21 +draw rect -0.5 -0.9 0.09 0.09 +probe rgb 68 18 0.0 1.0 0.0 + +uniform int index 22 +draw rect -0.4 -0.9 0.09 0.09 +probe rgb 81 18 0.0 1.0 0.0 + +uniform int index 23 +draw rect -0.3 -0.9 0.09 0.09 +probe rgb 93 18 0.0 1.0 0.0 + +uniform int index 24 +draw rect -0.2 -0.9 0.09 0.09 +probe rgb 106 18 0.0 1.0 0.0 + +uniform int index 25 +draw rect -0.1 -0.9 0.09 0.09 +probe rgb 118 18 0.0 1.0 0.0 + +uniform int index 26 +draw rect 0 -0.9 0.09 0.09 +probe rgb 131 18 0.0 1.0 0.0 + +uniform int index 27 +draw rect 0.1 -0.9 0.09 0.09 +probe rgb 143 18 0.0 1.0 0.0 + +uniform int index 28 +draw rect 0.2 -0.9 0.09 0.09 +probe rgb 156 18 0.0 1.0 0.0 + +uniform int index 29 +draw rect 0.3 -0.9 0.09 0.09 +probe rgb 168 18 0.0 1.0 0.0 + +uniform int index 30 +draw rect 0.4 -0.9 0.09 0.09 +probe rgb 181 18 0.0 1.0 0.0 diff --git a/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec3-index-wr-before-gs.shader_test b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec3-index-wr-before-gs.shader_test new file mode 100644 index 000000000..ea83d9329 --- /dev/null +++ b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec3-index-wr-before-gs.shader_test @@ -0,0 +1,202 @@ +[require] +GLSL >= 1.50 +GL_MAX_VERTEX_OUTPUT_COMPONENTS >= 128 + +[vertex shader] +#version 150 + +uniform int index; +in vec4 piglit_vertex; + +out block { + vec3 m1[16]; + vec3 m2[15]; +} ins; + +void main() +{ + gl_Position = piglit_vertex; + + for (int i = 0; i < ins.m1.length(); i++) + ins.m1[i] = vec3(1.0, 1.1, 1.2) + vec3(i); + + for (int i = 0; i < ins.m2.length(); i++) + ins.m2[i] = vec3(1.0, 1.1, 1.2) + vec3(ins.m1.length()+i); + + if (index >= ins.m1.length()) + ins.m2[index-ins.m1.length()] = vec3(0.0, 0.1, 0.2); + else + ins.m1[index] = vec3(0.0, 0.1, 0.2); +} + +[geometry shader] +#version 150 +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +uniform int index; +in block { + vec3 m1[16]; + vec3 m2[15]; +} ins[]; +out vec4 color; + +void main() +{ + for (int p = 0; p < 3; p++) { + bool pass = true; + + for (int i = 0; i < ins[p].m1.length(); i++) + pass = pass && ins[p].m1[i] == (index == i ? + vec3(0.0, 0.1, 0.2) : + vec3(1.0, 1.1, 1.2) + vec3(i)); + + for (int i = 0; i < ins[p].m2.length(); i++) + pass = pass && ins[p].m2[i] == (index == ins[p].m1.length()+i ? + vec3(0.0, 0.1, 0.2) : + vec3(17.0, 17.1, 17.2) + vec3(i)); + + color = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = gl_in[p].gl_Position; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +in vec4 color; +out vec4 outcolor; + +void main() +{ + outcolor = color; +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear + +uniform int index 0 +draw rect -1 -1 0.09 0.09 +probe rgb 6 6 0.0 1.0 0.0 + +uniform int index 1 +draw rect -0.9 -1 0.09 0.09 +probe rgb 18 6 0.0 1.0 0.0 + +uniform int index 2 +draw rect -0.8 -1 0.09 0.09 +probe rgb 31 6 0.0 1.0 0.0 + +uniform int index 3 +draw rect -0.7 -1 0.09 0.09 +probe rgb 43 6 0.0 1.0 0.0 + +uniform int index 4 +draw rect -0.6 -1 0.09 0.09 +probe rgb 56 6 0.0 1.0 0.0 + +uniform int index 5 +draw rect -0.5 -1 0.09 0.09 +probe rgb 68 6 0.0 1.0 0.0 + +uniform int index 6 +draw rect -0.4 -1 0.09 0.09 +probe rgb 81 6 0.0 1.0 0.0 + +uniform int index 7 +draw rect -0.3 -1 0.09 0.09 +probe rgb 93 6 0.0 1.0 0.0 + +uniform int index 8 +draw rect -0.2 -1 0.09 0.09 +probe rgb 106 6 0.0 1.0 0.0 + +uniform int index 9 +draw rect -0.1 -1 0.09 0.09 +probe rgb 118 6 0.0 1.0 0.0 + +uniform int index 10 +draw rect 0 -1 0.09 0.09 +probe rgb 131 6 0.0 1.0 0.0 + +uniform int index 11 +draw rect 0.1 -1 0.09 0.09 +probe rgb 143 6 0.0 1.0 0.0 + +uniform int index 12 +draw rect 0.2 -1 0.09 0.09 +probe rgb 156 6 0.0 1.0 0.0 + +uniform int index 13 +draw rect 0.3 -1 0.09 0.09 +probe rgb 168 6 0.0 1.0 0.0 + +uniform int index 14 +draw rect 0.4 -1 0.09 0.09 +probe rgb 181 6 0.0 1.0 0.0 + +uniform int index 15 +draw rect 0.5 -1.0 0.09 0.09 +probe rgb 193 6 0.0 1.0 0.0 + +uniform int index 16 +draw rect -1 -0.9 0.09 0.09 +probe rgb 6 18 0.0 1.0 0.0 + +uniform int index 17 +draw rect -0.9 -0.9 0.09 0.09 +probe rgb 18 18 0.0 1.0 0.0 + +uniform int index 18 +draw rect -0.8 -0.9 0.09 0.09 +probe rgb 31 18 0.0 1.0 0.0 + +uniform int index 19 +draw rect -0.7 -0.9 0.09 0.09 +probe rgb 43 18 0.0 1.0 0.0 + +uniform int index 20 +draw rect -0.6 -0.9 0.09 0.09 +probe rgb 56 18 0.0 1.0 0.0 + +uniform int index 21 +draw rect -0.5 -0.9 0.09 0.09 +probe rgb 68 18 0.0 1.0 0.0 + +uniform int index 22 +draw rect -0.4 -0.9 0.09 0.09 +probe rgb 81 18 0.0 1.0 0.0 + +uniform int index 23 +draw rect -0.3 -0.9 0.09 0.09 +probe rgb 93 18 0.0 1.0 0.0 + +uniform int index 24 +draw rect -0.2 -0.9 0.09 0.09 +probe rgb 106 18 0.0 1.0 0.0 + +uniform int index 25 +draw rect -0.1 -0.9 0.09 0.09 +probe rgb 118 18 0.0 1.0 0.0 + +uniform int index 26 +draw rect 0 -0.9 0.09 0.09 +probe rgb 131 18 0.0 1.0 0.0 + +uniform int index 27 +draw rect 0.1 -0.9 0.09 0.09 +probe rgb 143 18 0.0 1.0 0.0 + +uniform int index 28 +draw rect 0.2 -0.9 0.09 0.09 +probe rgb 156 18 0.0 1.0 0.0 + +uniform int index 29 +draw rect 0.3 -0.9 0.09 0.09 +probe rgb 168 18 0.0 1.0 0.0 + +uniform int index 30 +draw rect 0.4 -0.9 0.09 0.09 +probe rgb 181 18 0.0 1.0 0.0 diff --git a/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec4-index-wr-before-gs.shader_test b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec4-index-wr-before-gs.shader_test new file mode 100644 index 000000000..a0643b9e6 --- /dev/null +++ b/tests/spec/glsl-1.50/execution/variable-indexing/vs-output-array-vec4-index-wr-before-gs.shader_test @@ -0,0 +1,202 @@ +[require] +GLSL >= 1.50 +GL_MAX_VERTEX_OUTPUT_COMPONENTS >= 128 + +[vertex shader] +#version 150 + +uniform int index; +in vec4 piglit_vertex; + +out block { + vec4 m1[16]; + vec4 m2[15]; +} ins; + +void main() +{ + gl_Position = piglit_vertex; + + for (int i = 0; i < ins.m1.length(); i++) + ins.m1[i] = vec4(1.0, 1.1, 1.2, 1.3) + vec4(i); + + for (int i = 0; i < ins.m2.length(); i++) + ins.m2[i] = vec4(1.0, 1.1, 1.2, 1.3) + vec4(ins.m1.length()+i); + + if (index >= ins.m1.length()) + ins.m2[index-ins.m1.length()] = vec4(0.0, 0.1, 0.2, 0.3); + else + ins.m1[index] = vec4(0.0, 0.1, 0.2, 0.3); +} + +[geometry shader] +#version 150 +layout(triangles) in; +layout(triangle_strip, max_vertices = 3) out; + +uniform int index; +in block { + vec4 m1[16]; + vec4 m2[15]; +} ins[]; +out vec4 color; + +void main() +{ + for (int p = 0; p < 3; p++) { + bool pass = true; + + for (int i = 0; i < ins[p].m1.length(); i++) + pass = pass && ins[p].m1[i] == (index == i ? + vec4(0.0, 0.1, 0.2, 0.3) : + vec4(1.0, 1.1, 1.2, 1.3) + vec4(i)); + + for (int i = 0; i < ins[p].m2.length(); i++) + pass = pass && ins[p].m2[i] == (index == ins[p].m1.length()+i ? + vec4(0.0, 0.1, 0.2, 0.3) : + vec4(17.0, 17.1, 17.2, 17.3) + vec4(i)); + + color = pass ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); + + gl_Position = gl_in[p].gl_Position; + EmitVertex(); + } +} + +[fragment shader] +#version 150 +in vec4 color; +out vec4 outcolor; + +void main() +{ + outcolor = color; +} + +[test] +clear color 0.5 0.5 0.5 0.5 +clear + +uniform int index 0 +draw rect -1 -1 0.09 0.09 +probe rgb 6 6 0.0 1.0 0.0 + +uniform int index 1 +draw rect -0.9 -1 0.09 0.09 +probe rgb 18 6 0.0 1.0 0.0 + +uniform int index 2 +draw rect -0.8 -1 0.09 0.09 +probe rgb 31 6 0.0 1.0 0.0 + +uniform int index 3 +draw rect -0.7 -1 0.09 0.09 +probe rgb 43 6 0.0 1.0 0.0 + +uniform int index 4 +draw rect -0.6 -1 0.09 0.09 +probe rgb 56 6 0.0 1.0 0.0 + +uniform int index 5 +draw rect -0.5 -1 0.09 0.09 +probe rgb 68 6 0.0 1.0 0.0 + +uniform int index 6 +draw rect -0.4 -1 0.09 0.09 +probe rgb 81 6 0.0 1.0 0.0 + +uniform int index 7 +draw rect -0.3 -1 0.09 0.09 +probe rgb 93 6 0.0 1.0 0.0 + +uniform int index 8 +draw rect -0.2 -1 0.09 0.09 +probe rgb 106 6 0.0 1.0 0.0 + +uniform int index 9 +draw rect -0.1 -1 0.09 0.09 +probe rgb 118 6 0.0 1.0 0.0 + +uniform int index 10 +draw rect 0 -1 0.09 0.09 +probe rgb 131 6 0.0 1.0 0.0 + +uniform int index 11 +draw rect 0.1 -1 0.09 0.09 +probe rgb 143 6 0.0 1.0 0.0 + +uniform int index 12 +draw rect 0.2 -1 0.09 0.09 +probe rgb 156 6 0.0 1.0 0.0 + +uniform int index 13 +draw rect 0.3 -1 0.09 0.09 +probe rgb 168 6 0.0 1.0 0.0 + +uniform int index 14 +draw rect 0.4 -1 0.09 0.09 +probe rgb 181 6 0.0 1.0 0.0 + +uniform int index 15 +draw rect 0.5 -1.0 0.09 0.09 +probe rgb 193 6 0.0 1.0 0.0 + +uniform int index 16 +draw rect -1 -0.9 0.09 0.09 +probe rgb 6 18 0.0 1.0 0.0 + +uniform int index 17 +draw rect -0.9 -0.9 0.09 0.09 +probe rgb 18 18 0.0 1.0 0.0 + +uniform int index 18 +draw rect -0.8 -0.9 0.09 0.09 +probe rgb 31 18 0.0 1.0 0.0 + +uniform int index 19 +draw rect -0.7 -0.9 0.09 0.09 +probe rgb 43 18 0.0 1.0 0.0 + +uniform int index 20 +draw rect -0.6 -0.9 0.09 0.09 +probe rgb 56 18 0.0 1.0 0.0 + +uniform int index 21 +draw rect -0.5 -0.9 0.09 0.09 +probe rgb 68 18 0.0 1.0 0.0 + +uniform int index 22 +draw rect -0.4 -0.9 0.09 0.09 +probe rgb 81 18 0.0 1.0 0.0 + +uniform int index 23 +draw rect -0.3 -0.9 0.09 0.09 +probe rgb 93 18 0.0 1.0 0.0 + +uniform int index 24 +draw rect -0.2 -0.9 0.09 0.09 +probe rgb 106 18 0.0 1.0 0.0 + +uniform int index 25 +draw rect -0.1 -0.9 0.09 0.09 +probe rgb 118 18 0.0 1.0 0.0 + +uniform int index 26 +draw rect 0 -0.9 0.09 0.09 +probe rgb 131 18 0.0 1.0 0.0 + +uniform int index 27 +draw rect 0.1 -0.9 0.09 0.09 +probe rgb 143 18 0.0 1.0 0.0 + +uniform int index 28 +draw rect 0.2 -0.9 0.09 0.09 +probe rgb 156 18 0.0 1.0 0.0 + +uniform int index 29 +draw rect 0.3 -0.9 0.09 0.09 +probe rgb 168 18 0.0 1.0 0.0 + +uniform int index 30 +draw rect 0.4 -0.9 0.09 0.09 +probe rgb 181 18 0.0 1.0 0.0 |