1 # Use a second cull distance and set it to always reject.
9 #extension GL_ARB_cull_distance: enable
11 out float gl_CullDistance[2];
15 gl_Position = gl_Vertex;
17 gl_CullDistance[0] = gl_VertexID - 3;
18 gl_CullDistance[1] = -5.0;
26 gl_FragColor = vec4(0, 0, 1, 1);
30 clear color 0.0 1.0 0.0 1.0
34 # Bottom left corner is green because triangle 0 was culled
35 relative probe rgba (0.100, 0.100) (0.0, 1.0, 0.0, 1.0)
37 # Top right corner is green because triangle 1 was culled
38 relative probe rgba (0.900, 0.900) (0.0, 1.0, 0.0, 1.0)