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#!amber
#
# Copyright 2021 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;
void main() {
gl_Position = vec4(position.xy, 0.5, 1.0);
}
END
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 final_color;
void main() {
final_color = vec4(0, 1, 0, 1);
}
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
BUFFER depth FORMAT D32_SFLOAT
PIPELINE graphics pipeline1
ATTACH vert_shader
ATTACH frag_shader
DEPTH
TEST on
WRITE on
END
FRAMEBUFFER_SIZE 256 256
VIEWPORT 0.0 0.0 SIZE 256.0 256.0 MIN_DEPTH 0.3 MAX_DEPTH 0.9
BIND BUFFER framebuffer AS color LOCATION 0
BIND BUFFER depth AS depth_stencil
END
CLEAR_DEPTH pipeline1 1.0
CLEAR_COLOR pipeline1 255 255 255 255
CLEAR pipeline1
RUN pipeline1 DRAW_RECT POS 0 0 SIZE 256 256
EXPECT depth IDX 0 TOLERANCE 1.0e-6 EQ 0.6
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