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draw_rect_timed_execution.amber
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#!amber
# Copyright 2024 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 PASSTHROUGH
SHADER fragment frag_shader GLSL
#version 430
layout(location = 0) out vec4 color_out;
void main() {
float x = gl_FragCoord.x;
// Small busy loop.
// x final result will be zero.
for(int i= 0;i <10;i++) {
x = x*0.00001;
}
color_out = vec4(x, 0.0, 0.0, 1.0);
}
END
BUFFER framebuffer FORMAT B8G8R8A8_UNORM
PIPELINE graphics my_pipeline
ATTACH vert_shader
ATTACH frag_shader
FRAMEBUFFER_SIZE 1024 1024
BIND BUFFER framebuffer AS color LOCATION 0
END
RUN TIMED_EXECUTION my_pipeline DRAW_RECT POS 0 0 SIZE 1024 1024
EXPECT framebuffer IDX 0 0 SIZE 1024 1024 EQ_RGBA 0 0 0 255