compiler_test: use float varying for scale instead of vec4

This commit is contained in:
Courtney Goeltzenleuchter 2014-11-03 15:40:13 -07:00
parent 85af72c1b4
commit b3af4e76af

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@ -1677,7 +1677,7 @@ TEST_F(XglRenderTest, MixTriangle)
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location=0) out vec4 bar;\n"
"layout (location=1) out vec4 foo;\n"
"layout (location=2) out vec4 scale;\n"
"layout (location=2) out float scale;\n"
"vec2 vertices[3];\n"
"void main() {\n"
" vertices[0] = vec2(-1.0, -1.0);\n"
@ -1689,7 +1689,7 @@ TEST_F(XglRenderTest, MixTriangle)
" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
" foo = colors[gl_VertexID % 3];\n"
" bar = vec4(1.0, 1.0, 1.0, 1.0);\n"
" scale.x = 0.0;\n"
" scale = 1.0;\n"
" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
"}\n";
@ -1699,9 +1699,9 @@ TEST_F(XglRenderTest, MixTriangle)
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 1) in vec4 bar;\n"
"layout (location = 0) in vec4 foo;\n"
"layout (location = 2) in vec4 scale;\n"
"layout (location = 2) in float scale;\n"
"void main() {\n"
" gl_FragColor = bar + foo * scale.x;\n"
" gl_FragColor = bar * scale + foo * (1.0-scale);\n"
"}\n";
XglTestFramework::m_use_bil = true;