1 # From the GLSL 1.30 spec section 7.2 (Fragment Shader Special
4 # The built-in input variable gl_ClipDistance array contains
5 # linearly interpolated values for the vertex values written by the
6 # vertex shader to the gl_ClipDistance vertex output variable. This
7 # array must be sized in the fragment shader either implicitly or
8 # explicitly to be the same size as it was sized in the vertex
11 # This test checks that the size of gl_ClipDistance can be set to
12 # gl_MaxClipDistances without error, and that this actually causes the
13 # size of the array to be set properly.
20 out float gl_ClipDistance[gl_MaxClipDistances];
24 gl_Position = gl_Vertex;
29 in float gl_ClipDistance[gl_MaxClipDistances];
33 gl_FragColor = (gl_ClipDistance.length() == gl_MaxClipDistances)
34 ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
39 probe all rgba 0.0 1.0 0.0 1.0