1 # From the GL 3.0 spec, section 2.17 (Clipping):
3 # A vertex shader may, instead of writing to gl ClipVertex, write a
4 # single clip distance for each supported clip plane to elements of
5 # the gl ClipDistance[] array. The half-space corresponding to clip
6 # plane n is then given by the set of points satisfying the
11 # where c_n(P) is the value of clip distance n at point P.
13 # This test checks that gl_ClipDistance works properly for the trivial
14 # case where gl_ClipDistance[0] is a constant value less than zero.
23 gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
25 gl_ClipDistance[0] = -1.0;
32 gl_FragColor = vec4(1.0);
36 clear color 0.0 0.0 0.0 0.0
40 probe all rgba 0.0 0.0 0.0 0.0