1 # Use clip and cull distances. Clip triangle 0 between vertices 0 and
10 #extension GL_ARB_cull_distance: enable
12 out float gl_CullDistance[1];
13 out float gl_ClipDistance[1];
17 gl_Position = gl_Vertex;
19 gl_CullDistance[0] = gl_VertexID - 3;
20 gl_ClipDistance[0] = gl_VertexID - 1;
28 gl_FragColor = vec4(0, 0, 1, 1);
32 clear color 0.0 1.0 0.0 1.0
37 # Bottom left corner is green because triangle 0 was culled
38 relative probe rgba (0.100, 0.100) (0.0, 1.0, 0.0, 1.0)
40 # Top left corner is green below diagonal because triangle 0 was culled
41 relative probe rgba (0.050, 0.900) (0.0, 1.0, 0.0, 1.0)
43 # Top left corner is blue above diagonal because triangle 1 was not
45 relative probe rgba (0.100, 0.950) (0.0, 0.0, 1.0, 1.0)
47 # Top right corner is blue because triangle 1 was not culled or clipped
48 relative probe rgba (0.900, 0.900) (0.0, 0.0, 1.0, 1.0)