7 uniform vec4 instance_colors[] = vec4[](vec4(0.0, 1.0, 0.0, 1.0),
8 vec4(0.0, 0.5, 0.5, 1.0),
9 vec4(0.0, 0.0, 1.0, 1.0));
10 in vec4 piglit_vertex;
15 color = instance_colors[gl_InstanceID];
17 vec4 v = piglit_vertex;
18 v.x += 20.0 * float(gl_InstanceID) / 125.0;
23 [tessellation evaluation shader]
27 in vec4 color[], pos[];
32 gl_Position = mix(mix(pos[0], pos[1], gl_TessCoord[0]),
33 mix(pos[2], pos[3], gl_TessCoord[0]), gl_TessCoord[1]);
43 gl_FragColor = fs_color;
47 clear color 0.5 0.5 0.5 0.5
49 draw instanced rect ortho patch 3 10 10 10 10
50 probe rgb 15 15 0.0 1.0 0.0
51 probe rgb 35 15 0.0 0.5 0.5
52 probe rgb 55 15 0.0 0.0 1.0