Binary that renders a triangle using Open GL, scans the resulting image to a PNG, and makes an occlusion query to determine the number of fragments shaded. To be used as reference when developing Turnip.
Nevar pievienot vairāk kā 25 tēmas Tēmai ir jāsākas ar burtu vai ciparu, tā var saturēt domu zīmes ('-') un var būt līdz 35 simboliem gara.

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  1. #version 300 es
  2. #extension GL_EXT_separate_shader_objects : enable
  3. precision mediump float;
  4. layout(location = 0) out vec3 fragColor;
  5. vec3 positions[6] = vec3[](
  6. vec3(0.5, -0.5, 0.4),
  7. vec3(0.5, 0.5, 0.4),
  8. vec3(-0.5, 0.5, 0.4),
  9. vec3(-0.5, -0.5, 0.6),
  10. vec3(0.5, 0.5, 0.6),
  11. vec3(-0.5, 0.5, 0.6)
  12. );
  13. vec3 colors[6] = vec3[](
  14. vec3(1.0, 0.0, 0.0),
  15. vec3(1.0, 0.0, 0.0),
  16. vec3(1.0, 0.0, 0.0),
  17. vec3(0.0, 1.0, 0.0),
  18. vec3(0.0, 1.0, 0.0),
  19. vec3(0.0, 1.0, 0.0)
  20. );
  21. void main() {
  22. gl_Position = vec4(positions[gl_VertexID], 1.0);
  23. fragColor = colors[gl_VertexID];
  24. }