Reviewed-by: Ilia Mirkin <imir...@alum.mit.edu>

The original test used gl_Vertex, so for TES it makes sense that this
would be the gl_TessCoord-based value.

On Thu, Aug 1, 2019 at 10:24 PM Timothy Arceri <tarc...@itsqueeze.com> wrote:
>
> The expected projection wasn't being applied.
> ---
>  .../tes-clip-vertex-different-from-position.shader_test      | 5 ++---
>  1 file changed, 2 insertions(+), 3 deletions(-)
>
> diff --git 
> a/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test
>  
> b/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test
> index b96ac10e4..4a0483c35 100644
> --- 
> a/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test
> +++ 
> b/tests/spec/arb_tessellation_shader/execution/compatibility/tes-clip-vertex-different-from-position.shader_test
> @@ -27,12 +27,12 @@ void main(void)
>  layout(quads) in;
>
>  void main() {
> -       gl_Position = vec4(gl_TessCoord.xy * 2 - 1, 0, 1);;
> +       gl_Position = gl_ModelViewProjectionMatrix * vec4(gl_TessCoord.xy * 2 
> - 1, 0, 1);
>
>         // Transform gl_ClipVertex in an arbitrary way so that
>         // we can verify it is being used for clipping instead of
>         // gl_Position.
> -       gl_ClipVertex = gl_Position * vec4(10.0, 10.0, 1.0, 1.0);
> +       gl_ClipVertex = vec4(gl_TessCoord.xy * 2 - 1, 0, 1) * vec4(10.0, 
> 10.0, 1.0, 1.0);
>  }
>
>  [fragment shader]
> @@ -70,7 +70,6 @@ enable GL_CLIP_PLANE5
>
>  patch parameter vertices 1
>  draw arrays GL_PATCHES 0 1
> -#draw rect 0.1 0.1 0.8 0.8
>
>  # Test points inside each hexagon edge
>  relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
> --
> 2.21.0
>
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