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render_tests: Remove broken test
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@ -1725,47 +1725,6 @@ TEST_F(XglRenderTest, GreenTriangle)
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DrawTriangleTest(vertShaderText, fragShaderText);
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}
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TEST_F(XglRenderTest, TriangleFragUniform)
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{
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static const char *vertShaderText =
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(location = 0) out vec4 color;\n"
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"layout(location = 1) out vec4 scale;\n"
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"void main() {\n"
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"vec2 vertices[3];\n"
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" vertices[0] = vec2(-0.5, -0.5);\n"
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" vertices[1] = vec2( 0.5, -0.5);\n"
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" vertices[2] = vec2( 0.5, 0.5);\n"
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"vec4 colors[3];\n"
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" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" color = colors[gl_VertexID % 3];\n"
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" scale.x = 0;\n"
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" scale = vec4(0);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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static const char *fragShaderText =
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"#version 140\n"
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(location = 0) in vec4 color;\n"
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"layout(location = 1) in vec4 scale;\n"
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// "layout(std140, binding = 0) uniform fooVal {\n"
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// " vec4 foo;\n"
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// "} myFooVal;\n"
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"void main() {\n"
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// " gl_FragColor = color * scale + myFooVal.foo;\n"
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" gl_FragColor = color * scale;\n"
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"}\n";
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DrawTriangleTest(vertShaderText, fragShaderText);
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}
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TEST_F(XglRenderTest, RotatedTriangle) {
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DrawRotatedTriangleTest();
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}
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