[require]
shader model >= 4.0

[input layout]
0 r32g32 float sv_position

[vb 0]
-2.0 -2.0
 2.0 -2.0
-2.0  2.0
 2.0  2.0

[vertex shader]
void main(inout float4 pos : sv_position)
{
}

[pixel shader]
float4 main(bool face : sv_isfrontface) : sv_target
{
    return face ? float4(1.0f, 2.0f, 1.0f, 2.0f) : float4(0.0f, 1.0f, 0.0f, 1.0f);
}

[test]
todo(glsl) draw triangle strip 4
probe all rgba (0.0, 1.0, 0.0, 1.0)

[vb 0]
-2.0 -2.0
-2.0  2.0
 2.0 -2.0
 2.0  2.0

[test]
todo(glsl) draw triangle strip 4
probe all rgba (1.0, 2.0, 1.0, 2.0)