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# Test GL_TEXTURE_2D_ARRAY with just one slice
[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 sampler2DArray tex;
uniform float layer;
void main()
{
vec3 p = vec3(texcoords.xy, layer);
gl_FragColor = texture2DArray(tex, p);
}
[test]
uniform int tex 0
texture rgbw 2DArray 0 (32, 32, 1)
# layer=12 should get clamped to zero
uniform float layer 12
draw rect -1 -1 2 2
relative probe rgba (0.5, 0.5) (1.0, 0.0, 0.0, 1.0)
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