1 # Even columns fetch from tex0 (black), while odd columns fetch from tex1 (white).
2 # The shader inverts the color of even collumns to get make them white,
3 # so the final image should be completely white.
5 # At the moment, radeonsi miscompiles this shader and only fetches from tex0
14 gl_Position = gl_Vertex;
15 gl_TexCoord[0] = vec4(0.0);
19 uniform sampler2D tex0, tex1;
23 bool pat = fract(gl_FragCoord.x / 2.0) < 0.5;
25 texture2D(tex0, gl_TexCoord[0].xy) :
26 texture2D(tex1, gl_TexCoord[0].xy);
29 gl_FragColor = vec4(1.0) - gl_FragColor;
33 texture checkerboard 0 0 (8, 8) (0, 0, 0, 0) (0, 0, 0, 0)
34 texture checkerboard 1 0 (8, 8) (1, 1, 1, 1) (1, 1, 1, 1)
39 probe all rgba 1.0 1.0 1.0 1.0