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[require]
GLSL >= 1.10
# GL_ARB_color_buffer_float provides a way to disable vertex color clamping,
# but without it, the vertex colors must be clamped.
[vertex shader]
void main()
{
gl_Position = ftransform();
gl_FrontColor = vec4(-2, -1, 0.5, 3); /* (0, 0, 0.5, 1) */
gl_FrontSecondaryColor = vec4(2, 0.5, 1.5, -0.5); /* (1, 0.5, 1, 0) */
}
[fragment shader]
uniform vec4 arg0;
void main()
{
gl_FragColor = (gl_Color + gl_SecondaryColor) * 0.5;
}
[test]
draw rect -1 -1 2 2
probe rgba 1 1 0.5 0.25 0.75 0.5
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