#!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