glslang/Test/floatBitsToInt.vert

18 lines
575 B
GLSL

#version 150
#extension GL_ARB_gpu_shader5 : require
uniform int expected_value;
uniform float value;
out vec4 result;
void main()
{
result = vec4(1.0, 1.0, 1.0, 1.0);
int ret_val = floatBitsToInt(value);
if (expected_value != ret_val){ result = vec4(0.0, 0.0, 0.0, 0.0); }
switch (gl_VertexID) {
case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;
}
}