1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
|
# [description]
# Test shadow1D(sampler1DShadow, vec3) with
# - depth texture mode = luminance
# - texture compare func = always
[require]
GLSL >= 1.10
[vertex shader]
#version 110
varying vec4 texcoords;
void main() {
gl_Position = gl_Vertex;
texcoords = (gl_Vertex + 1.0) / 2.0;
}
[fragment shader]
#version 110
uniform sampler1DShadow tex;
varying vec4 texcoords;
void main() {
gl_FragColor = shadow1D(tex, vec3(texcoords.x, 0.0, texcoords.y));
}
[test]
uniform int tex 0
texture shadow1D 0 (32)
texparameter 1D depth_mode luminance
texparameter 1D 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)
|