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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/deferredmultisampling/debug.vert
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/deferredmultisampling/debug.vert')
-rw-r--r--tests/glsl/sascha-willems/deferredmultisampling/debug.vert24
1 files changed, 24 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/deferredmultisampling/debug.vert b/tests/glsl/sascha-willems/deferredmultisampling/debug.vert
new file mode 100644
index 000000000..c62c3364a
--- /dev/null
+++ b/tests/glsl/sascha-willems/deferredmultisampling/debug.vert
@@ -0,0 +1,24 @@
+#version 450
+//TEST:COMPARE_GLSL:
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 model;
+} ubo;
+
+layout (location = 0) out vec3 outUV;
+
+out gl_PerVertex
+{
+ vec4 gl_Position;
+};
+
+void main()
+{
+ outUV = vec3((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2, 0.0);
+ gl_Position = vec4(outUV.st * 2.0f - 1.0f, 0.0f, 1.0f);
+}