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[require]
GLSL >= 1.30
[vertex shader passthrough]
[fragment shader]
out vec4 piglit_fragcolor;
void main()
{
/* The scale factor and the bias values ensure that every fragment will
* generate a value larger than (1 << 26). This is crafted fairly
* carefully to avoid other algebraic optimizations getting in the way.
*/
uint a = (uint(gl_FragCoord.x) + 9011u) *
(uint(gl_FragCoord.y) + 9013u);
/* This should effectively mask off the high six bits, but leave
* the remaining bits intact.
*/
uint b = (a << 6u) >> 6u;
if (b > (1u << 26))
piglit_fragcolor = vec4(1.0, 0.0, 0.0, 1.0);
else {
/* (a ^ b) should result in the high 6-bits from a. */
uint c = (a ^ b) % (1u << 26);
if (c != 0u)
piglit_fragcolor = vec4(0.0, 0.0, 1.0, 1.0);
else
piglit_fragcolor = vec4(0.0, 1.0, 0.0, 1.0);
}
}
[test]
clear color 0.3 0.3 0.3 0.0
clear
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
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