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#!amber
# Copyright 2020 Google LLC
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
SHADER vertex vert_shader GLSL
#version 430
layout(location = 0) in vec2 position_in;
layout(location = 1) in vec4 color_in0;
layout(location = 2) in vec4 color_in1;
layout(location = 0) out vec4 color_out0;
layout(location = 1) out vec4 color_out1;
void main()
{
gl_Position = vec4(position_in, 0, 1);
color_out0 = color_in0;
color_out1 = color_in1;
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) in vec4 color_in0;
layout(location = 1) in vec4 color_in1;
layout(location = 0) out vec4 frag_out0;
layout(location = 1) out vec4 frag_out1;
void main()
{
if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2))
{
frag_out0 = color_in0;
frag_out1 = color_in1;
}
else
{
frag_out0 = color_in1;
frag_out1 = color_in0;
}
}
END
SHADER vertex vert_shader_ref PASSTHROUGH
SHADER fragment frag_shader_ref0 GLSL
#version 430
layout(location = 0) out vec4 frag_out;
void main()
{
if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2))
frag_out = vec4(1, 0, 0, 1);
else
frag_out = vec4(0, 1, 0, 1);
}
END
SHADER fragment frag_shader_ref1 GLSL
#version 430
layout(location = 0) out vec4 frag_out;
void main()
{
if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2))
frag_out = vec4(0, 1, 0, 1);
else
frag_out = vec4(1, 0, 0, 1);
}
END
BUFFER framebuffer0 FORMAT B8G8R8A8_UNORM
BUFFER framebuffer1 FORMAT B8G8R8A8_UNORM
BUFFER ref0 FORMAT B8G8R8A8_UNORM
BUFFER ref1 FORMAT B8G8R8A8_UNORM
BUFFER position DATA_TYPE vec2<float> DATA
-1.0 -1.0
1.0 -1.0
1.0 1.0
-1.0 1.0
END
BUFFER color0 DATA_TYPE R8G8B8A8_UNORM DATA
255 0 0 255
255 0 0 255
255 0 0 255
255 0 0 255
END
BUFFER color1 DATA_TYPE R8G8B8A8_UNORM DATA
0 255 0 255
0 255 0 255
0 255 0 255
0 255 0 255
END
PIPELINE graphics pipeline
ATTACH vert_shader
ATTACH frag_shader
VERTEX_DATA position LOCATION 0
VERTEX_DATA color0 LOCATION 1
VERTEX_DATA color1 LOCATION 2
BIND BUFFER framebuffer0 AS color LOCATION 0
BIND BUFFER framebuffer1 AS color LOCATION 1
FRAMEBUFFER_SIZE 60 60
END
PIPELINE graphics pipeline_ref0
ATTACH vert_shader_ref
ATTACH frag_shader_ref0
BIND BUFFER ref0 AS color LOCATION 0
FRAMEBUFFER_SIZE 60 60
END
PIPELINE graphics pipeline_ref1
ATTACH vert_shader_ref
ATTACH frag_shader_ref1
BIND BUFFER ref1 AS color LOCATION 0
FRAMEBUFFER_SIZE 60 60
END
RUN pipeline DRAW_ARRAY AS TRIANGLE_FAN START_IDX 0 COUNT 4
RUN pipeline_ref0 DRAW_RECT POS 0 0 SIZE 60 60
RUN pipeline_ref1 DRAW_RECT POS 0 0 SIZE 60 60
EXPECT framebuffer0 EQ_BUFFER ref0
EXPECT framebuffer1 EQ_BUFFER ref1