2 # Test shadow2DRect(sampler2DRectShadow, vec3) with
3 # - depth texture mode = intensity
4 # - texture compare func = always
8 GL_ARB_texture_rectangle
13 varying vec4 texcoords;
16 gl_Position = gl_Vertex;
17 texcoords = (gl_Vertex + 1.0) / 2.0;
23 uniform sampler2DRectShadow tex;
24 varying vec4 texcoords;
27 gl_FragColor = shadow2DRect(tex, texcoords.xyy * vec3(31.0, 31.0, 1.0));
32 texture shadowRect 0 (32, 32)
33 texparameter Rect depth_mode intensity
34 texparameter Rect compare_func always
37 # depth comparison pass
38 relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
39 relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
41 # depth comparison fail
42 relative probe rgba (0.1, 0.0) (1.0, 1.0, 1.0, 1.0)
43 relative probe rgba (1.0, 0.9) (1.0, 1.0, 1.0, 1.0)