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[require]
GLSL >= 1.30
GL_ARB_texture_query_levels

[vertex shader passthrough]

[fragment shader]
#extension GL_ARB_texture_query_levels: require

uniform sampler2D s;
uniform int expected;

void main() {
       if (textureQueryLevels(s) == expected)
           gl_FragColor = vec4(0,1,0,0);
       else
           gl_FragColor = vec4(1,0,0,0);
}

[test]
ortho
clear color 0.4 0.4 0.4 0
clear

texture miptree 0
uniform int s 0

texparameter 2D min nearest_mipmap_nearest
texparameter 2D mag nearest

uniform int expected 4

draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5)   (0, 1, 0, 0)