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[require]
GLSL >= 1.10
GL_EXT_texture_array
[vertex shader]
#version 110
varying vec4 texcoords;
void main() {
gl_Position = gl_Vertex;
texcoords = (gl_Vertex + 1.0) / 2.0;
}
[fragment shader]
#version 110
#extension GL_EXT_texture_array : enable
varying vec4 texcoords;
uniform sampler1DArrayShadow tex;
void main()
{
gl_FragColor = shadow1DArray(tex, vec3(texcoords.x, 0.0, texcoords.y));
}
[test]
uniform int tex 0
texture shadow1DArray 0 (32, 1)
draw rect -1 -1 2 2
relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
relative probe rgba (0.0, 1.0) (1.0, 1.0, 1.0, 1.0)
relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
relative probe rgba (0.1, 0.0) (0.0, 0.0, 0.0, 1.0)
relative probe rgba (1.0, 0.0) (0.0, 0.0, 0.0, 1.0)
relative probe rgba (1.0, 0.9) (0.0, 0.0, 0.0, 1.0)
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