1# Verifies that a clip distance output in VS does not mess things up for GS 2# in the presence of user varyings. In this case, no clip planes are enabled, 3# and GS doesn't output any clip distances either. 4 5[require] 6GLSL >= 1.50 7 8[vertex shader] 9#version 150 10 11in vec4 piglit_vertex; 12out vec4 color; 13 14void main() { 15 gl_ClipDistance[0] = 1.0; 16 gl_Position = piglit_vertex; 17 color = vec4(0, 1, 0, 1); 18} 19 20[geometry shader] 21#version 150 22 23layout (triangles) in; 24layout (triangle_strip, max_vertices = 3) out; 25 26in vec4 color[]; 27out vec4 c; 28 29void main() { 30 int i; 31 for (i = 0; i < 3; i++) { 32 gl_Position = gl_in[i].gl_Position; 33 c = color[i]; 34 EmitVertex(); 35 } 36} 37 38[fragment shader] 39#version 150 40 41in vec4 c; 42out vec4 color; 43 44void main() { 45 color = c; 46} 47 48[test] 49clear color 0.2 0.2 0.2 0.2 50clear 51 52draw rect -1 -1 2 2 53probe all rgba 0 1 0 1 54