X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=tests%2Fglsl%2Farithmetic_assignment.glsl;h=c3bcdad070b5f6dc511cca9f73f78054ef69cf33;hb=6065f6622cc275dc0b20baaf7c267e71169d18f3;hp=adb2a0cbc99493c46738453c333a8b60ba3c3ac6;hpb=f639d088c478fe5d266f9f5779928735b5176976;p=libs%2Fgl.git diff --git a/tests/glsl/arithmetic_assignment.glsl b/tests/glsl/arithmetic_assignment.glsl index adb2a0cb..c3bcdad0 100644 --- a/tests/glsl/arithmetic_assignment.glsl +++ b/tests/glsl/arithmetic_assignment.glsl @@ -18,7 +18,7 @@ void main() out vec4 frag_color; void main() { - vec3 color = texture(tex, texcoord); + vec3 color = texture(tex, texcoord).rgb; color *= tint; color *= light; color += ambient; @@ -26,12 +26,12 @@ void main() } /* Expected output: vertex -uniform mat4 mvp; +layout(location=0) uniform mat4 mvp; layout(location=0) in vec4 position; layout(location=1) in vec3 normal; layout(location=2) in vec2 texcoord; -out float light; -out vec2 _vs_out_texcoord; +layout(location=0) out float light; +layout(location=1) out vec2 _vs_out_texcoord; void main() { light = normal.z; @@ -41,15 +41,15 @@ void main() */ /* Expected output: fragment -uniform sampler2D tex; -uniform vec3 tint; -uniform vec3 ambient; -out vec4 frag_color; -in vec2 _vs_out_texcoord; -in float light; +layout(location=4, binding=71) uniform sampler2D tex; +layout(location=5) uniform vec3 tint; +layout(location=6) uniform vec3 ambient; +layout(location=0) out vec4 frag_color; +layout(location=1) in vec2 _vs_out_texcoord; +layout(location=0) in float light; void main() { - vec3 color = texture(tex, _vs_out_texcoord); + vec3 color = texture(tex, _vs_out_texcoord).rgb; color *= tint; color *= light; color += ambient;