# [description] # Test shadow2DRect(sampler2DRectShadow, vec3) with # - depth texture mode = intensity # - texture compare func = always [require] GLSL >= 1.10 GL_ARB_texture_rectangle [vertex shader file] glsl-fs-shadow.vert [fragment shader file] glsl-fs-shadow2DRect.frag [test] uniform int tex 0 texture shadowRect 0 (32, 32) texparameter Rect depth_mode intensity texparameter Rect compare_func always draw rect -1 -1 2 2 # depth comparison pass relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0) relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0) # depth comparison fail relative probe rgba (0.1, 0.0) (1.0, 1.0, 1.0, 1.0) relative probe rgba (1.0, 0.9) (1.0, 1.0, 1.0, 1.0)