1# simple dvec2 through vs->tcs->tes->fs.
2[require]
3GLSL >= 1.50
4GL_ARB_tessellation_shader
5GL_ARB_gpu_shader_fp64
6
7[vertex shader]
8#extension GL_ARB_gpu_shader_fp64: require
9in vec4 vertex;
10
11out dvec2 vs_var0;
12
13void main()
14{
15	gl_Position = vertex;
16	vs_var0 = dvec2(1.0LF, 2.0LF);
17}
18
19
20[tessellation control shader]
21#extension GL_ARB_tessellation_shader: require
22#extension GL_ARB_gpu_shader_fp64: require
23layout(vertices = 3) out;
24
25in dvec2 vs_var0[];
26out dvec2 tcs_var0[];
27
28void main() {
29	gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
30	gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 0.0);
31	gl_TessLevelInner = float[2](0.0, 0.0);
32	tcs_var0[gl_InvocationID] = vs_var0[gl_InvocationID] + dvec2(2.0LF, 3.0LF);
33}
34
35
36[tessellation evaluation shader]
37#extension GL_ARB_tessellation_shader: require
38#extension GL_ARB_gpu_shader_fp64: require
39layout(triangles) in;
40
41in dvec2 tcs_var0[];
42flat out dvec2 tes_var0;
43
44void main() {
45        dvec2 temp;
46	gl_Position = gl_in[0].gl_Position * gl_TessCoord[0]
47	            + gl_in[1].gl_Position * gl_TessCoord[1]
48	            + gl_in[2].gl_Position * gl_TessCoord[2];
49
50	tes_var0 = tcs_var0[0] + dvec2(3.0LF, 4.0LF);
51}
52
53
54[fragment shader]
55#extension GL_ARB_gpu_shader_fp64: require
56flat in dvec2 tes_var0;
57
58void main()
59{
60	if (tes_var0 == dvec2(6.0LF, 9.0LF))
61		gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
62	else
63		gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
64}
65
66[vertex data]
67vertex/float/2
68-1.0 -1.0
69 1.0 -1.0
70-1.0  1.0
71-1.0  1.0
72 1.0 -1.0
73 1.0  1.0
74
75[test]
76clear color 0.1 0.1 0.1 0.1
77clear
78patch parameter vertices 3
79draw arrays GL_PATCHES 0 6
80probe all rgba 0.0 1.0 0.0 1.0
81