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#!amber
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# Reproducer for https://gitlab.freedesktop.org/mesa/mesa/-/issues/10999
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SHADER vertex vtex_shader GLSL
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#version 430
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layout(location = 0) in vec2 data_in;
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layout(location = 0) out flat float data_out;
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void main() {
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const float count = 5.0;
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gl_PointSize = 1.0;
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gl_Position = vec4((((data_in.x + 0.5) / count) * 2.0) - 1.0, 0.0, 0.0, 1.0);
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data_out = data_in.y;
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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) in flat float data_in;
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layout(location = 0) out vec4 final_color;
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void main() {
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const float epsilon = 0.0009765625; // Makes sure 0.5 is rounded up to 128.
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final_color = vec4(max(0.0, min(max(data_in, 0.0), 1.0) - 0.5) + epsilon, 0.0, 0.0, 1.0);
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}
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END
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BUFFER position_buf DATA_TYPE vec2<float> DATA
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0 0.0
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1 0.5
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2 1.0
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3 1.5
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4 2.0
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END
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BUFFER framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics pipeline
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ATTACH vtex_shader
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ATTACH frag_shader
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VERTEX_DATA position_buf LOCATION 0
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FRAMEBUFFER_SIZE 5 1
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VIEWPORT 0 0 SIZE 5 1
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BIND BUFFER framebuffer AS color LOCATION 0
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END
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RUN pipeline DRAW_ARRAY AS POINT_LIST START_IDX 0
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EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 0 0 0 255
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EXPECT framebuffer IDX 1 0 SIZE 1 1 EQ_RGBA 0 0 0 255
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EXPECT framebuffer IDX 2 0 SIZE 1 1 EQ_RGBA 128 0 0 255
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EXPECT framebuffer IDX 3 0 SIZE 1 1 EQ_RGBA 128 0 0 255
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EXPECT framebuffer IDX 4 0 SIZE 1 1 EQ_RGBA 128 0 0 255
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