1 # This tests discard in nested if-statements. The additional code in the outer
2 # if-statement caused this to miscompile in Mesa.
8 [vertex shader passthrough]
11 uniform bool use_discard;
12 uniform float boundary;
20 if (gl_FragCoord.x < tmp)
28 clear color 1.0 0.0 0.0 1.0
31 uniform uint use_discard 1
32 uniform float boundary 20.0
33 uniform vec4 color 0.0 1.0 0.0 1.0
36 probe rect rgba (0, 0, 10, 20) (1.0, 0.0, 0.0, 1.0)
37 probe rect rgba (10, 0, 10, 20) (0.0, 1.0, 0.0, 1.0)
39 uniform uint use_discard 0
40 uniform vec4 color 0.0 0.0 1.0 1.0
42 probe all rgba 0.0 0.0 1.0 1.0