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[require]
GLSL >= 1.20
[vertex shader]
#version 120
void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
[fragment shader]
/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
*
* "If an exact match is found, the other signatures are ignored, and the
* exact match is used. Otherwise, if no exact match is found, then the
* implicit conversions in Section 4.1.10 "Implicit Conversions" will be
* applied to the calling arguments if this can make their types match a
* signature."
*
* From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
*
* "In some situations, an expression and its type will be implicitly
* converted to a different type. The following table shows all allowed
* implicit conversions:
*
* Type of expression Can be implicitly converted to
* int float
* ivec2 vec2
* ivec3 vec3
* ivec4 vec4"
*/
#version 120
uniform ivec3 c;
uniform ivec3 r;
uniform mat3x3 expected;
void main() {
mat3x3 result = outerProduct(c, r);
gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
[test]
clear color 0.5 0.5 0.5 0.0
clear
ortho
uniform ivec3 c 2 3 4
uniform ivec3 r 5 6 7
uniform mat3x3 expected 10 15 20 12 18 24 14 21 28
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
uniform ivec3 c 3 4 5
uniform ivec3 r 6 7 8
uniform mat3x3 expected 18 24 30 21 28 35 24 32 40
draw rect 30 10 10 10
probe rgb 35 15 0.0 1.0 0.0
uniform ivec3 c 4 5 6
uniform ivec3 r 7 8 9
uniform mat3x3 expected 28 35 42 32 40 48 36 45 54
draw rect 50 10 10 10
probe rgb 55 15 0.0 1.0 0.0
uniform ivec3 c 5 6 7
uniform ivec3 r 8 9 10
uniform mat3x3 expected 40 48 56 45 54 63 50 60 70
draw rect 70 10 10 10
probe rgb 75 15 0.0 1.0 0.0
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