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Allocate locations to interface variables
[libs/gl.git] / tests / glsl / uniform_location_allocation.glsl
diff --git a/tests/glsl/uniform_location_allocation.glsl b/tests/glsl/uniform_location_allocation.glsl
new file mode 100644 (file)
index 0000000..f82a9b8
--- /dev/null
@@ -0,0 +1,43 @@
+#pragma MSP stage(vertex)
+uniform mat4 mvp;
+uniform sampler2D heightmap;
+layout(location=0) in vec2 position;
+layout(location=1) in vec2 texcoord;
+void main()
+{
+       gl_Position = mvp*vec4(position, texture(heightmap, texcoord).r, 1.0);
+       passthrough;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) uniform sampler2D heightmap;
+uniform vec4 color;
+out vec4 frag_color;
+void main()
+{
+       frag_color = color*vec4(texture(heightmap, texcoord).rrr, 1.0);
+}
+
+/* Expected output: vertex
+layout(location=1) uniform mat4 mvp;
+layout(location=0) uniform sampler2D heightmap;
+layout(location=0) in vec2 position;
+layout(location=1) in vec2 texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
+void main()
+{
+  gl_Position = mvp*vec4(position, texture(heightmap, texcoord).r, 1.0);
+  _vs_out_texcoord = texcoord;
+}
+*/
+
+/* Expected output: fragment
+layout(location=0) uniform sampler2D heightmap;
+layout(location=5) uniform vec4 color;
+layout(location=0) out vec4 frag_color;
+layout(location=0) in vec2 _vs_out_texcoord;
+void main()
+{
+  frag_color = color*vec4(texture(heightmap, _vs_out_texcoord).rrr, 1.0);
+}
+*/