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# Micro benchmark for ~1080p depth clears

[require]
GLSL >= 1.10
SIZE 1920 1080
DEPTH

[vertex shader]
void main()
{
  gl_Position = vec4(0);
}

[fragment shader]
void main()
{
  gl_FragColor = vec4(0);
}

[test]
clear depth 0.0
scissor 1 0 1919 1080
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear

echo glScissor(1, 0, 1919, 1080) (glsl clear path)
time reset
clear
clear
clear
clear
clear
clear
clear
clear
clear
clear
time show