In test Textured Triangle, change gl_FragColor to user outColor with location
0.
diff --git a/tests/compiler_render_tests.cpp b/tests/compiler_render_tests.cpp
index d5a631d..2bb801d 100644
--- a/tests/compiler_render_tests.cpp
+++ b/tests/compiler_render_tests.cpp
@@ -1765,45 +1765,13 @@
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) in vec2 samplePos;\n"
"layout (binding = 0) uniform sampler2D surface;\n"
- "void main() {\n"
- " vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
- " gl_FragColor = texColor;\n"
- "}\n";
-
- XglTestFramework::m_use_bil = true;
- DrawTexturedTriangle(vertShaderText, fragShaderText);
-}
-
-TEST_F(XglRenderTest, TexTriWithLocFragOut)
-{
- // The expected result from this test is a red and green checkered triangle
- static const char *vertShaderText =
- "#version 130\n"
- "out vec2 samplePos;\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"
- " vec2 positions[3];"
- " positions[0] = vec2( 0.0, 0.0);\n"
- " positions[1] = vec2( 1.0, 0.0);\n"
- " positions[2] = vec2( 1.0, 1.0);\n"
- " samplePos = positions[gl_VertexID % 3];\n"
- " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
- "}\n";
-
- static const char *fragShaderText =
- "#version 140\n"
- "#extension GL_ARB_separate_shader_objects : enable\n"
- "#extension GL_ARB_shading_language_420pack : enable\n"
- "in vec2 samplePos;\n"
"layout (location=0) out vec4 outColor;\n"
- "uniform sampler2D surface;\n"
"void main() {\n"
" vec4 texColor = textureLod(surface, samplePos, 0.0);\n"
" outColor = texColor;\n"
"}\n";
+
+ XglTestFramework::m_use_bil = true;
DrawTexturedTriangle(vertShaderText, fragShaderText);
}