3 GL_ARB_shader_precision
7 flat out vec4 vertex_to_gs;
10 vertex_to_gs = piglit_vertex;
14 #extension GL_ARB_shader_precision : require
16 layout(triangle_strip, max_vertices = 3) out;
17 flat in vec4 vertex_to_gs[3];
22 uniform float expected_a;
23 uniform float expected_b;
28 float result = fma(arg0, arg1, arg2);
29 tmp_color = result == expected_a || result == expected_b ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
30 for (int i = 0; i < 3; i++) {
31 gl_Position = vertex_to_gs[i];
46 uniform float arg0 0xbcf5c28f
47 uniform float arg1 0xbf59999a
48 uniform float arg2 0xbcd0e560
49 uniform float expected_a 0x00000000
50 uniform float expected_b 0x302b020c
52 relative probe rgba (0.0, 0.0) (0.0, 1.0, 0.0, 1.0)
53 uniform float arg0 0x3fd5c28f
54 uniform float arg1 0x3f28f5c3
55 uniform float arg2 0x3f800003
56 uniform float expected_a 0x40068a73
57 uniform float expected_b 0x40068a74
59 relative probe rgba (1.0, 0.0) (0.0, 1.0, 0.0, 1.0)
60 uniform float arg0 0xbcf5c28f
61 uniform float arg1 0x3f28f5c3
62 uniform float arg2 0x3fb5b22d
63 uniform float expected_a 0x3fb3295f
64 uniform float expected_b 0x3fb3295f
66 relative probe rgba (0.0, 1.0) (0.0, 1.0, 0.0, 1.0)
67 uniform float arg0 0x3fef5c29
68 uniform float arg1 0xbcf5c28f
69 uniform float arg2 0x3fc8ef34
70 uniform float expected_a 0x3fc1c0eb
71 uniform float expected_b 0x3fc1c0eb
73 relative probe rgba (1.0, 1.0) (0.0, 1.0, 0.0, 1.0)