2 # Test shadow2D(sampler2DShadow, vec3) with
3 # - depth texture mode = luminance
4 # - texture compare func = always
8 GL_ARB_shader_texture_lod
11 varying vec4 texcoord;
15 gl_Position = gl_Vertex;
16 texcoord = (gl_Vertex + 1.0) / 2.0;
20 #extension GL_ARB_shader_texture_lod : require
22 uniform sampler2DShadow tex;
23 varying vec4 texcoord;
27 gl_FragColor = shadow2DGradARB(tex, texcoord.xyy,
28 dFdx(texcoord.xy), dFdy(texcoord.xy));
33 texture shadow2D 0 (32, 32)
34 texparameter 2D depth_mode luminance
35 texparameter 2D compare_func always
38 # depth comparison pass
39 relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
40 relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
42 # depth comparison fail
43 relative probe rgba (0.1, 0.0) (1.0, 1.0, 1.0, 1.0)
44 relative probe rgba (1.0, 0.9) (1.0, 1.0, 1.0, 1.0)