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[libs/gl.git] / tests / glsl / array_in_uniform_block.glsl
diff --git a/tests/glsl/array_in_uniform_block.glsl b/tests/glsl/array_in_uniform_block.glsl
new file mode 100644 (file)
index 0000000..3d53b3d
--- /dev/null
@@ -0,0 +1,86 @@
+const int n_lights = 2;
+struct LightParams
+{
+       vec3 direction;
+       vec3 color;
+};
+uniform Lighting
+{
+       LightParams lights[n_lights];
+};
+uniform vec3 ambient;
+uniform mat4 model_matrix;
+uniform mat4 view_matrix;
+uniform mat4 proj_matrix;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+layout(location=1) in vec3 normal;
+out vec3 eye_light_dir[n_lights];
+void main()
+{
+       for(int i=0; i<n_lights; ++i)
+               eye_light_dir[i] = mat3(view_matrix)*lights[i].direction;
+       out vec3 eye_normal = mat3(view_matrix*model_matrix)*normal;
+       gl_Position = proj_matrix*view_matrix*model_matrix*position;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+void main()
+{
+       vec3 color = ambient;
+       for(int i=0; i<n_lights; ++i)
+               color += max(dot(normalize(eye_normal), eye_light_dir[i]), 0.0)*lights[i].color;
+       frag_color = vec4(color, 1.0);
+}
+
+/* Expected output: vertex
+struct LightParams
+{
+  vec3 direction;
+  vec3 color;
+};
+layout(binding=5) uniform Lighting
+{
+  LightParams lights[2];
+};
+layout(location=0) uniform mat4 model_matrix;
+layout(location=4) uniform mat4 view_matrix;
+layout(location=8) uniform mat4 proj_matrix;
+layout(location=0) in vec4 position;
+layout(location=1) in vec3 normal;
+layout(location=0) out vec3 eye_light_dir[2];
+layout(location=2) out vec3 eye_normal;
+void main()
+{
+  for(int i = 0; i<2; ++i)
+    eye_light_dir[i] = mat3(view_matrix[0].xyz, view_matrix[1].xyz, view_matrix[2].xyz)*lights[i].direction;
+  mat4 _temp = view_matrix*model_matrix;
+  eye_normal = mat3(_temp[0].xyz, _temp[1].xyz, _temp[2].xyz)*normal;
+  gl_Position = proj_matrix*view_matrix*model_matrix*position;
+}
+*/
+
+/* Expected output: fragment
+struct LightParams
+{
+  vec3 direction;
+  vec3 color;
+};
+layout(binding=5) uniform Lighting
+{
+  LightParams lights[2];
+};
+layout(location=12) uniform vec3 ambient;
+layout(location=0) out vec4 frag_color;
+layout(location=2) in vec3 eye_normal;
+layout(location=0) in vec3 eye_light_dir[2];
+void main()
+{
+  vec3 color = ambient;
+  for(int i = 0; i<2; ++i)
+    color += max(dot(normalize(eye_normal), eye_light_dir[i]), 0.0)*lights[i].color;
+  frag_color = vec4(color, 1.0);
+}
+*/