progs/fp: pass texcoord to triangle, add a test shader
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@@ -210,11 +210,17 @@ static void Display(void)
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, 1.0, 1.0, 0.0, 0.0);
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glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 0.0, 0.0, 1.0, 1.0);
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glBegin(GL_TRIANGLES);
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glColor3f(0,0,1);
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glTexCoord3f(1,1,0);
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glVertex3f( 0.9, -0.9, -30.0);
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glColor3f(1,0,0);
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glTexCoord3f(1,-1,0);
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glVertex3f( 0.9, 0.9, -30.0);
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glColor3f(0,1,0);
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glTexCoord3f(-1,0,0);
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glVertex3f(-0.9, 0.0, -30.0);
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glEnd();
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@@ -0,0 +1,8 @@
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!!ARBfp1.0
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TEMP R0;
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MUL R0.xy, fragment.texcoord[0], fragment.texcoord[0];
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ADD R0.x, R0.x, R0.y;
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SGE R0.y, R0.x, fragment.texcoord[0].w;
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KIL -R0.y;
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MOV result.color, fragment.color;
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END
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