1 # Check that unspecified components of vertex attributes are properly
2 # filled in when the type is uvec4.
4 # This test sends the vertex shader a pair of vertex attributes of
5 # type uvec4. For the first attribute, it passes a size of 1,
6 # indidcating that the only specified value is the x component, and
7 # the y, z, and w components are implied to be 0, 0, and 1,
8 # respectively. For the second attribute, it passes a size of 4, and
9 # specifies the values y=0, z=0, and w=1 explicitly. The vertex
10 # shader verifies that the two vertex attributes are equal. This
11 # verifies that the GL implementation properly filled in the values 0,
12 # 0, and 1 in the first attribute.
19 attribute vec4 vertex;
27 gl_FrontColor = vec4(0.0, 1.0, 0.0, 1.0);
29 gl_FrontColor = vec4(1.0, 0.0, 0.0, 1.0);
36 gl_FragColor = gl_Color;
40 vertex/float/2 x/uint/1 y/uint/4
41 -1.0 -1.0 0xa62b25d1 0xa62b25d1 0 0 1
42 1.0 -1.0 0x19eb64f2 0x19eb64f2 0 0 1
43 1.0 1.0 0x098b61e0 0x098b61e0 0 0 1
44 -1.0 1.0 0xb0741d16 0xb0741d16 0 0 1
47 draw arrays GL_QUADS 0 4
48 probe all rgba 0.0 1.0 0.0 1.0