render_test: Clean up VS uniform test, draw rotated triangle
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index fe02b8a..26d5ce9 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -641,15 +641,10 @@
ASSERT_NO_FATAL_FAILURE(InitRenderTarget());
const int constantCount = 16;
- const float constants[constantCount] = { 1.0, 0.0, 0.0, 0.0,
- 0.0, 1.0, 0.0, 0.0,
+ const float constants[constantCount] = { 0.0, -1.0, 0.0, 0.0,
+ 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
- 0.0, 0.0, 0.0, 1.0};
-// const float constants[constantCount] = { 0.0, 0.0, 0.0, 1.0,
-// 0.0, 0.0, 1.0, 0.0,
-// 0.0, 1.0, 0.0, 0.0,
-// 1.0, 0.0, 0.0, 0.0 };
-
+ 0.0, 0.0, 0.0, 1.0 };
InitConstantBuffer(constantCount, sizeof(constants[0]), (const void*) constants);
@@ -1194,31 +1189,18 @@
static const char *vertShaderText =
"#version 130\n"
"uniform mat4 mvp;\n"
- "out vec4 matrix0;\n"
- "out vec4 matrix1;\n"
- "out vec4 matrix2;\n"
- "out vec4 matrix3;\n"
"void main() {\n"
" vec2 vertices[3];"
" vertices[0] = vec2(-0.5, -0.5);\n"
" vertices[1] = vec2( 0.5, -0.5);\n"
" vertices[2] = vec2( 0.5, 0.5);\n"
- " matrix0 = mvp[0];\n"
- " matrix1 = mvp[1];\n"
- " matrix2 = mvp[2];\n"
- " matrix3 = mvp[3];\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
+ " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0) * mvp;\n"
"}\n";
static const char *fragShaderText =
"#version 430\n"
- "in vec4 matrix0;\n"
- "in vec4 matrix1;\n"
- "in vec4 matrix2;\n"
- "in vec4 matrix3;\n"
"void main() {\n"
- //" gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
- " gl_FragColor = matrix0 + matrix1 + matrix2 + matrix3;\n"
+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n";
DrawTriangleVSUniform(vertShaderText, fragShaderText);