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 43 44 45 46 47 48 49 50
|
# [description]
# Test shadow2D(sampler2DShadow, vec3) with
# - depth texture mode = red
# - texture compare func = always
#
# From the ARB_texture_rg spec:
# Texture Base Texture source color
# Internal Format C_s A_s
# --------------- ------------- ------
# RED (R_t, 0, 0) 1
#
[require]
GLSL >= 1.10
GL_ARB_texture_rg
[vertex shader]
#version 110
varying vec4 tex_coord;
void main() {
gl_Position = gl_Vertex;
tex_coord = (gl_Vertex + 1.0) / 2.0;
}
[fragment shader]
#version 110
uniform sampler2DShadow tex;
varying vec4 tex_coord;
void main() {
gl_FragColor = shadow2D(tex, tex_coord.xyy);
}
[test]
uniform int tex 0
texture shadow2D 0 (32, 32)
texparameter 2D depth_mode red
texparameter 2D compare_func always
draw rect -1 -1 2 2
# depth comparison pass
relative probe rgba (0.0, 0.1) (1.0, 0.0, 0.0, 1.0)
relative probe rgba (0.9, 1.0) (1.0, 0.0, 0.0, 1.0)
# depth comparison fail
relative probe rgba (0.1, 0.0) (1.0, 0.0, 0.0, 1.0)
relative probe rgba (1.0, 0.9) (1.0, 0.0, 0.0, 1.0)
|