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# [description]
# Test shadow2D(sampler2DShadow, vec3) with
#   - depth texture mode = alpha
#   - texture compare func = never

[require]
GLSL >= 1.10
GL_ARB_shader_texture_lod

[vertex shader file]
glsl-fs-shadow2DGradARB.vert

[fragment shader file]
glsl-fs-shadow2DGradARB.frag

[test]
uniform int tex 0
texture shadow2D 0 (32, 32)
texparameter 2D depth_mode alpha
texparameter 2D compare_func never
draw rect -1 -1 2 2

# depth comparison pass
relative probe rgba (0.0, 0.1) (0.0, 0.0, 0.0, 0.0)
relative probe rgba (0.9, 1.0) (0.0, 0.0, 0.0, 0.0)

# 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)