2 # Test texture(sampler2DShadow, vec3) with
3 # - depth texture mode = red
4 # - texture compare func = never
14 gl_Position = gl_Vertex;
15 tex_coord = (gl_Vertex + 1.0) / 2.0;
20 const float canary = 0.125;
21 uniform sampler2DShadow tex;
24 float s = texture(tex, tex_coord.xyy);
25 gl_FragColor = vec4(s, canary, canary, canary);
30 texture shadow2D 0 (32, 32)
31 texparameter 2D depth_mode red
32 texparameter 2D compare_func never
35 # depth comparison pass
36 relative probe rgba (0.0, 0.1) (0.0, 0.125, 0.125, 0.125);
37 relative probe rgba (0.9, 1.0) (0.0, 0.125, 0.125, 0.125);
39 # depth comparison fail
40 relative probe rgba (0.1, 0.0) (0.0, 0.125, 0.125, 0.125);
41 relative probe rgba (1.0, 0.9) (0.0, 0.125, 0.125, 0.125);