blob: 89a57875d60407c56f72011ce5fe460ed9bf4ad1 [file] [log] [blame]
# Copyright 2019 The Amber Authors.
#
# 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
#
# https://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.
[require]
tessellationShader
[vertex shader]
#version 450
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 vert_color;
layout(location = 0) out vec4 tsc_color;
void main() {
gl_Position = position;
tsc_color = vert_color;
}
[tessellation control shader]
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(vertices = 3) out;
layout(location = 0) in vec4 tsc_color[];
layout(location = 0) out vec4 tse_color[];
#define ID gl_InvocationID
void main()
{
gl_out[ID].gl_Position = gl_in[ID].gl_Position;
tse_color[ID] = tsc_color[ID];
if (ID == 0) {
gl_TessLevelInner[0] = 5;
gl_TessLevelOuter[0] = 4;
gl_TessLevelOuter[1] = 5;
gl_TessLevelOuter[2] = 6;
}
}
[tessellation evaluation shader]
#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(triangles, equal_spacing, cw) in;
layout(location = 0) in vec4 tse_color[];
layout(location = 0) out vec4 frag_color;
void main()
{
vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
gl_Position = p0 + p1 + p2;
vec4 q0 = gl_TessCoord.x * tse_color[0];
vec4 q1 = gl_TessCoord.y * tse_color[1];
vec4 q2 = gl_TessCoord.z * tse_color[2];
frag_color = q0 + q1 + q2;
}
[fragment shader]
#version 450
layout(location = 0) in vec4 frag_color;
layout(location = 0) out vec4 final_color;
void main() {
final_color = frag_color;
}
[vertex data]
# position vert_color
0/R8G8_SNORM 1/R8G8B8_UNORM
# Red for entire frame
# R8 G8 R8 G8 B8
-128 -128 255 0 0
127 127 255 0 0
-128 127 255 0 0
-128 -128 255 0 0
127 127 255 0 0
127 -128 255 0 0
# Green for half frame
# R8 G8 R8 G8 B8
0 -128 0 255 0
127 127 0 255 0
0 127 0 255 0
0 -128 0 255 0
127 127 0 255 0
127 -128 0 255 0
# Blue for quarter frame
# R8 G8 R8 G8 B8
-128 0 0 0 255
0 127 0 0 255
-128 127 0 0 255
-128 0 0 0 255
0 127 0 0 255
0 0 0 0 255
# Mixed color for quarter frame
# R8 G8 R8 G8 B8
0 0 127 127 127
127 127 127 127 127
0 127 127 127 127
0 0 127 127 127
127 127 127 127 127
127 0 127 127 127
[test]
clear
draw arrays PATCH_LIST 0 6
relative probe rect rgb (0.0, 0.0, 1.0, 1.0) (1.0, 0, 0)
draw arrays PATCH_LIST 6 6
relative probe rect rgb (0.0, 0.0, 0.5, 1.0) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0)
draw arrays PATCH_LIST 12 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 1.0) (0, 1.0, 0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0)
draw arrays PATCH_LIST 18 6
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0, 0)
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0, 1.0, 0)
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0, 0, 1.0)
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (0.5, 0.5, 0.5)