#!amber # Copyright 2020 The Amber Authors. # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # https://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. SHADER vertex vert_shader GLSL #version 430 layout(location = 0) in vec4 position; layout(location = 1) flat out vec4 frag_color; void main() { gl_Position = position; frag_color = position; } END SHADER fragment frag_shader GLSL #version 430 layout(location = 0) out vec4 color_out; layout(location = 1) flat in vec4 frag_color; void main() { ivec2 iv = ivec2(frag_color.xy * 256); if ((iv.x & 64) + ((iv.y / 2) & 64) == 64) color_out = vec4(1, 0, 0, 1); else color_out = vec4(0, 1, 1, 1); } END BUFFER framebuffer FORMAT B8G8R8A8_UNORM PIPELINE graphics my_pipeline ATTACH vert_shader ATTACH frag_shader BIND BUFFER framebuffer AS color LOCATION 0 END RUN my_pipeline DRAW_GRID POS 0 0 SIZE 250 250 CELLS 8 4 EXPECT framebuffer IDX 0 0 SIZE 30 60 EQ_RGBA 0 255 255 255 EXPECT framebuffer IDX 32 64 SIZE 30 60 EQ_RGBA 0 255 255 255 EXPECT framebuffer IDX 32 0 SIZE 30 60 EQ_RGBA 255 0 0 255 EXPECT framebuffer IDX 0 64 SIZE 30 60 EQ_RGBA 255 0 0 255