#!amber # Copyright 2020 Google LLC # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. SHADER vertex vert_shader GLSL #version 430 layout(location = 0) in vec2 position_in; layout(location = 1) in vec4 color_in0; layout(location = 2) in vec4 color_in1; layout(location = 0) out vec4 color_out0; layout(location = 1) out vec4 color_out1; void main() { gl_Position = vec4(position_in, 0, 1); color_out0 = color_in0; color_out1 = color_in1; } END SHADER fragment frag_shader GLSL #version 430 layout(location = 0) in vec4 color_in0; layout(location = 1) in vec4 color_in1; layout(location = 0) out vec4 frag_out0; layout(location = 1) out vec4 frag_out1; void main() { if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2)) { frag_out0 = color_in0; frag_out1 = color_in1; } else { frag_out0 = color_in1; frag_out1 = color_in0; } } END SHADER vertex vert_shader_ref PASSTHROUGH SHADER fragment frag_shader_ref0 GLSL #version 430 layout(location = 0) out vec4 frag_out; void main() { if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2)) frag_out = vec4(1, 0, 0, 1); else frag_out = vec4(0, 1, 0, 1); } END SHADER fragment frag_shader_ref1 GLSL #version 430 layout(location = 0) out vec4 frag_out; void main() { if (((int(gl_FragCoord.x) / 5) % 2) == ((int(gl_FragCoord.y) / 5) % 2)) frag_out = vec4(0, 1, 0, 1); else frag_out = vec4(1, 0, 0, 1); } END BUFFER framebuffer0 FORMAT B8G8R8A8_UNORM BUFFER framebuffer1 FORMAT B8G8R8A8_UNORM BUFFER ref0 FORMAT B8G8R8A8_UNORM BUFFER ref1 FORMAT B8G8R8A8_UNORM BUFFER position DATA_TYPE vec2 DATA -1.0 -1.0 1.0 -1.0 -1.0 1.0 1.0 1.0 END BUFFER color0 DATA_TYPE R8G8B8A8_UNORM DATA 255 0 0 255 255 0 0 255 255 0 0 255 255 0 0 255 END BUFFER color1 DATA_TYPE R8G8B8A8_UNORM DATA 0 255 0 255 0 255 0 255 0 255 0 255 0 255 0 255 END PIPELINE graphics pipeline ATTACH vert_shader ATTACH frag_shader VERTEX_DATA position LOCATION 0 VERTEX_DATA color0 LOCATION 1 VERTEX_DATA color1 LOCATION 2 BIND BUFFER framebuffer0 AS color LOCATION 0 BIND BUFFER framebuffer1 AS color LOCATION 1 FRAMEBUFFER_SIZE 60 60 END PIPELINE graphics pipeline_ref0 ATTACH vert_shader_ref ATTACH frag_shader_ref0 BIND BUFFER ref0 AS color LOCATION 0 FRAMEBUFFER_SIZE 60 60 END PIPELINE graphics pipeline_ref1 ATTACH vert_shader_ref ATTACH frag_shader_ref1 BIND BUFFER ref1 AS color LOCATION 0 FRAMEBUFFER_SIZE 60 60 END RUN pipeline DRAW_ARRAY AS TRIANGLE_STRIP START_IDX 0 COUNT 4 RUN pipeline_ref0 DRAW_RECT POS 0 0 SIZE 60 60 RUN pipeline_ref1 DRAW_RECT POS 0 0 SIZE 60 60 EXPECT framebuffer0 EQ_BUFFER ref0 EXPECT framebuffer1 EQ_BUFFER ref1