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# Test GL_TEXTURE_1D_ARRAY texture with four layers
[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 sampler1DArray tex;
uniform float layer;
void main()
{
vec2 p = vec2(texcoords.x, layer);
gl_FragColor = texture1DArray(tex, p);
}
[test]
uniform int tex 0
texture rgbw 1DArray 0 ( 64 , 4 )
uniform float layer 0
draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5) (1.0, 0.0, 0.0, 1.0)
uniform float layer 1
draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5) (0.0, 1.0, 0.0, 1.0)
uniform float layer 2
draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5) (0.0, 0.0, 1.0, 1.0)
uniform float layer 3
draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5) (1.0, 1.0, 1.0, 1.0)
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