[require] GLSL >= 1.10 [vertex shader] void main() { gl_Position = gl_Vertex; } [fragment shader] uniform sampler2D tex; uniform vec4 cst; void main() { /* This test is for the extended shader limits on r400 cards. * It should generate 34 TEX instructions. */ vec4 a = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 b = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 c = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 d = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 e = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 f = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 g = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 h = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 i = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 j = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 k = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 l = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 m = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 n = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 o = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 p = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); vec4 q = texture2D(tex, cst.xy) + texture2D(tex, cst.xy); gl_FragColor = a + b + c + d + e + f + g + h + i + j + k + l + m + n + o + p + q; } [test] uniform int tex 0 uniform vec4 cst 0.0 0.0 0.0 0.0 texture checkerboard 0 0 (8, 8) (0.01, 0.0, 0.0, 0.0) (0.01, 0.0, 0.0, 0.0) draw rect -1 -1 2 2 relative probe rgb (0.75, 0.75) (0.4, 0.0, 0.0)