2 # Test texture(sampler2DShadow, vec3) with
3 # - depth texture mode = alpha
4 # - texture compare func = greater
13 gl_Position = gl_Vertex;
14 tex_coord = (gl_Vertex + 1.0) / 2.0;
19 const float canary = 0.125;
20 uniform sampler2DShadow tex;
23 float s = texture(tex, tex_coord.xyy);
24 gl_FragColor = vec4(s, canary, canary, canary);
29 texture shadow2D 0 (32, 32)
30 texparameter 2D depth_mode alpha
31 texparameter 2D compare_func greater
34 # depth comparison pass
35 relative probe rgba (0.0, 0.1) (1.0, 0.125, 0.125, 0.125);
36 relative probe rgba (0.9, 1.0) (1.0, 0.125, 0.125, 0.125);
38 # depth comparison fail
39 relative probe rgba (0.1, 0.0) (0.0, 0.125, 0.125, 0.125);
40 relative probe rgba (1.0, 0.9) (0.0, 0.125, 0.125, 0.125);