1#version 150 2#extension GL_ARB_gpu_shader5 : require 3uniform int expected_value; 4uniform float value; 5out vec4 result; 6void main() 7{ 8 result = vec4(1.0, 1.0, 1.0, 1.0); 9 int ret_val = floatBitsToInt(value); 10 if (expected_value != ret_val){ result = vec4(0.0, 0.0, 0.0, 0.0); } 11 12 switch (gl_VertexID) { 13 case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break; 14 case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break; 15 case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break; 16 case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break; 17 } 18}