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# [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)