# [description] # Test shadow2DArray(sampler2DArrayShadow, vec3) with # - depth texture mode = alpha # - texture compare func = greater [require] GLSL >= 1.10 GL_EXT_texture_array [vertex shader] #version 110 varying vec4 texcoords; void main() { gl_Position = gl_Vertex; texcoords = (gl_Vertex + 1.0) / 2.0; } [fragment shader] #version 110 #extension GL_EXT_texture_array : enable uniform sampler2DArrayShadow tex; varying vec4 texcoords; void main() { gl_FragColor = shadow2DArray(tex, vec4(texcoords.x, texcoords.y, 0.0, texcoords.y)); } [test] uniform int tex 0 texture shadow2DArray 0 (32, 32, 1) texparameter 2DArray depth_mode alpha texparameter 2DArray compare_func greater draw rect -1 -1 2 2 # depth comparison pass relative probe rgba (0.0, 0.1) (0.0, 0.0, 0.0, 1.0) relative probe rgba (0.9, 1.0) (0.0, 0.0, 0.0, 1.0) # depth comparison fail relative probe rgba (0.1, 0.0) (0.0, 0.0, 0.0, 0.0) relative probe rgba (1.0, 0.9) (0.0, 0.0, 0.0, 0.0)