]> git.tdb.fi Git - libs/gl.git/blobdiff - tests/glsl/parentheses.glsl
Fix GLSL test cases so they pass the basic tests
[libs/gl.git] / tests / glsl / parentheses.glsl
index 1dec429641b13b9abb172b7aec28c7ec36525eb3..7eb6512b2ae5f125711b493f2d1604c7b70fffc3 100644 (file)
@@ -32,19 +32,22 @@ void main()
        frag_color = vec4(material_color*l*occlusion, 1.0);
 }
 
+// Target API: OpenGL
+
 /* Expected output: vertex
-uniform mat4 mvp;
-uniform vec3 offset;
+layout(location=0) uniform mat4 mvp;
+layout(location=4) uniform vec3 offset;
 layout(location=0) in vec4 position;
 layout(location=1) in vec3 normal;
 layout(location=2) in vec2 texcoord;
-out vec3 _vs_out_normal;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec3 _vs_out_normal;
+layout(location=1) out vec2 _vs_out_texcoord;
 void main()
 {
        gl_Position = mvp*(position+vec4(offset, 1.0));
        _vs_out_normal = normal;
        _vs_out_texcoord = texcoord;
+       gl_Position.z = gl_Position.z*2.0-gl_Position.w;
 }
 */
 
@@ -56,12 +59,12 @@ struct LightParams
   float intensity;
   vec3 dir;
 };
-uniform LightParams light;
-uniform vec3 material_color;
-uniform sampler2D occlusion_map;
+layout(location=5) uniform LightParams light;
+layout(location=9) uniform vec3 material_color;
+layout(location=10, binding=83) uniform sampler2D occlusion_map;
 layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
-in vec3 _vs_out_normal;
+layout(location=1) in vec2 _vs_out_texcoord;
+layout(location=0) in vec3 _vs_out_normal;
 void main()
 {
        frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord).x), 1.0);