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path: root/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
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[require]
GLSL >= 1.30
GL_ARB_texture_query_levels

[vertex shader]
#extension GL_ARB_texture_query_levels: require

in vec4 vertex;
out vec4 color;

uniform sampler2D s;
uniform int expected;

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

[fragment shader]
in vec4 color;

void main() {
    gl_FragColor = color;
}

[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
texparameter 2D base_level 0
texparameter 2D max_level 2

uniform int expected 3

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