X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=tests%2Fglsl%2Farithmetic_assignment.glsl;h=d0898fbeb61c2b8c3f3eecbd2f199e0102c28648;hb=569772f5aba5380a48002cd73b8d33eb25fd4048;hp=d6c48ad89152909634f027c413ac1238fc4c3a27;hpb=2ea7ee3257a76aa4279fd82ff71c5abd6867f47a;p=libs%2Fgl.git diff --git a/tests/glsl/arithmetic_assignment.glsl b/tests/glsl/arithmetic_assignment.glsl index d6c48ad8..d0898fbe 100644 --- a/tests/glsl/arithmetic_assignment.glsl +++ b/tests/glsl/arithmetic_assignment.glsl @@ -25,28 +25,31 @@ void main() frag_color = vec4(color, 1.0); } +// 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 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; _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; -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).rgb;