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#!amber
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# Copyright 2020 The Amber Authors.
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# Copyright 2020 The Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# https://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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SHADER vertex vert_shader GLSL
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#version 430
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layout(location = 0) in vec4 position;
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layout(location = 1) out vec4 frag_color;
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void main() {
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gl_Position = position;
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frag_color = position * 0.5;
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}
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END
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) out vec4 color_out;
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layout(location = 1) in vec4 frag_color;
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void main() {
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ivec2 iv = ivec2(frag_color.xy * 256);
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if (((iv.y / 2) & 64) == 64)
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color_out = vec4(1, 0, 0, 1);
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else
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color_out = vec4(0, 1, 1, 1);
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}
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END
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics my_pipeline
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ATTACH vert_shader
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ATTACH frag_shader
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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RUN my_pipeline DRAW_RECT POS 0 0 SIZE 250 250
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EXPECT framebuffer IDX 0 220 SIZE 30 30 EQ_RGBA 0 255 255 255
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EXPECT framebuffer IDX 0 0 SIZE 30 30 EQ_RGBA 255 0 0 255
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