X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=tests%2Fglsl%2Fparentheses.glsl;h=7eb6512b2ae5f125711b493f2d1604c7b70fffc3;hb=HEAD;hp=9899c49ed72aecfcc3f5de72c39f817a2c077880;hpb=a4cd67f1c9f1f375bacacfbb421d40f78a22644b;p=libs%2Fgl.git diff --git a/tests/glsl/parentheses.glsl b/tests/glsl/parentheses.glsl index 9899c49e..7eb6512b 100644 --- a/tests/glsl/parentheses.glsl +++ b/tests/glsl/parentheses.glsl @@ -1,9 +1,9 @@ struct LightParams { - uniform vec3 ambient; - uniform vec3 color; - uniform float intensity; - uniform vec3 dir; + vec3 ambient; + vec3 color; + float intensity; + vec3 dir; }; uniform LightParams light; uniform vec3 material_color; @@ -32,38 +32,41 @@ 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; } */ /* Expected output: fragment struct LightParams { - uniform vec3 ambient; - uniform vec3 color; - uniform float intensity; - uniform vec3 dir; + vec3 ambient; + vec3 color; + 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)), 1.0); + 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); } */