X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=tests%2Fglsl%2Fuse_parameter_in_loop.glsl;fp=tests%2Fglsl%2Fuse_parameter_in_loop.glsl;h=a0bbc5c3ffac11bed8e6d310af9e1a94ef996695;hp=0000000000000000000000000000000000000000;hb=6f06479b765946bdd3174b2c05e7a1dda24c31c2;hpb=34d956d6890ce7070741667d4864fa798883da72 diff --git a/tests/glsl/use_parameter_in_loop.glsl b/tests/glsl/use_parameter_in_loop.glsl new file mode 100644 index 00000000..a0bbc5c3 --- /dev/null +++ b/tests/glsl/use_parameter_in_loop.glsl @@ -0,0 +1,67 @@ +uniform Lighting +{ + vec3 light_dir[3]; +}; +uniform mat4 model_matrix; +uniform mat4 view_matrix; +uniform mat4 proj_matrix; + +#pragma MSP stage(vertex) +layout(location=0) in vec4 vertex; +void main() +{ + out vec4 world_vertex = model_matrix*vertex; + vec3 eye_pos = inverse(view_matrix)[3].xyz; + out vec3 world_look_dir = normalize(world_vertex.xyz-eye_pos); + gl_Position = proj_matrix*view_matrix*world_vertex; +} + +#pragma MSP stage(fragment) +layout(location=0) out vec4 frag_color; +float calculate_lighting(vec3 look_dir) +{ + float intensity = 0.0; + for(int i=0; i<3; ++i) + intensity += max(dot(look_dir, light_dir[i]), 0.0); + return intensity; +} +void main() +{ + float light_intensity = calculate_lighting(world_look_dir); + frag_color = vec4(vec3(light_intensity), 1.0); +} + +/* Expected output: vertex +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 vertex; +layout(location=0) out vec4 world_vertex; +layout(location=1) out vec3 world_look_dir; +void main() +{ + world_vertex = model_matrix*vertex; + world_look_dir = normalize(world_vertex.xyz-inverse(view_matrix)[3].xyz); + gl_Position = proj_matrix*view_matrix*world_vertex; +} +*/ + +/* Expected output: fragment +layout(binding=5) uniform Lighting +{ + vec3 light_dir[3]; +}; +layout(location=0) out vec4 frag_color; +float calculate_lighting(vec3 look_dir) +{ + float intensity = 0.0; + for(int i = 0; i<3; ++i) + intensity += max(dot(look_dir, light_dir[i]), 0.0); + return intensity; +} +layout(location=1) in vec3 world_look_dir; +void main() +{ + frag_color = vec4(vec3(calculate_lighting(world_look_dir)), 1.0); +} +*/