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# [description]
# Test shadow2DArray(sampler2DArrayShadow, vec3) with
# - depth texture mode = alpha
# - texture compare func = always
[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
uniform sampler2DArrayShadow tex;
varying vec4 texcoords;
void main() {
gl_FragColor = shadow2DArray(tex, vec4(texcoords.x, texcoords.y, 0.0, texcoords.y));
}
[test]
uniform int tex 0
texture shadow2DArray 0 (32, 32, 1)
texparameter 2DArray depth_mode alpha
texparameter 2DArray compare_func always
draw rect -1 -1 2 2
# depth comparison pass
relative probe rgba (0.0, 0.1) (0.0, 0.0, 0.0, 1.0)
relative probe rgba (0.9, 1.0) (0.0, 0.0, 0.0, 1.0)
# depth comparison fail
relative probe rgba (0.1, 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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