2 # Test shadow1DArray(sampler1DArrayShadow, vec3) with
3 # - depth texture mode = intensity
4 # - texture compare func = never
13 varying vec4 texcoords;
16 gl_Position = gl_Vertex;
17 texcoords = (gl_Vertex + 1.0) / 2.0;
22 #extension GL_EXT_texture_array : enable
24 uniform sampler1DArrayShadow tex;
25 varying vec4 texcoords;
28 gl_FragColor = shadow1DArray(tex, vec3(texcoords.x, 0.0, texcoords.y));
33 texture shadow1DArray 0 (32, 1)
34 texparameter 1DArray depth_mode intensity
35 texparameter 1DArray compare_func never
38 # depth comparison pass
39 relative probe rgba (0.0, 0.1) (0.0, 0.0, 0.0, 0.0)
40 relative probe rgba (0.9, 1.0) (0.0, 0.0, 0.0, 0.0)
42 # depth comparison fail
43 relative probe rgba (0.1, 0.0) (0.0, 0.0, 0.0, 0.0)
44 relative probe rgba (1.0, 0.9) (0.0, 0.0, 0.0, 0.0)