]> git.tdb.fi Git - libs/gl.git/blobdiff - tests/glsl/function_overloading.glsl
Fix GLSL test cases so they pass the basic tests
[libs/gl.git] / tests / glsl / function_overloading.glsl
index e5561705fca8265eb4b205008984a50fbe972032..411776b648392921dc486c425bb56358925ebe77 100644 (file)
@@ -29,26 +29,29 @@ void main()
        frag_color = srgb_to_linear(texture(tex, texcoord));
 }
 
+// Target API: OpenGL
+
 /* Expected output: vertex
-uniform mat4 mvp;
+layout(location=0) uniform mat4 mvp;
 layout(location=0) in vec4 position;
 layout(location=1) in vec2 texcoord;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
 void main()
 {
   _vs_out_texcoord = texcoord;
   gl_Position = mvp*position;
+  gl_Position.z = gl_Position.z*2.0-gl_Position.w;
 }
 */
 
 /* Expected output: fragment
-uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
 layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord;
 void main()
 {
        vec4 color = texture(tex, _vs_out_texcoord);
-       vec3 _srgb_to_linear_color = color.rgb;
-       frag_color = vec4(mix(_srgb_to_linear_color/12.92, pow((_srgb_to_linear_color+0.055)/1.055, vec3(2.4)), lessThan(_srgb_to_linear_color, vec3(0.04045))), color.a);
+       vec3 color_1 = color.rgb;
+       frag_color = vec4(mix(color_1/12.92, pow((color_1+0.055)/1.055, vec3(2.4)), lessThan(color_1, vec3(0.04045))), color.a);
 }
 */