| #version 150 | |
| #extension GL_ARB_gpu_shader5 : require | |
| uniform int expected_value; | |
| uniform float value; | |
| out vec4 result; | |
| void main() | |
| { | |
| result = vec4(1.0, 1.0, 1.0, 1.0); | |
| int ret_val = floatBitsToInt(value); | |
| if (expected_value != ret_val){ result = vec4(0.0, 0.0, 0.0, 0.0); } | |
| switch (gl_VertexID) { | |
| case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break; | |
| case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break; | |
| case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break; | |
| case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break; | |
| } | |
| } |