File: gl_DepthRangeParameters.shader_test

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[require]
GLSL >= 1.40

[vertex shader passthrough]

[fragment shader]
#version 140

void main()
{
	float a = gl_DepthRange.near / 2 + 0.25;
	float b = gl_DepthRange.far / 2 + 0.25;
	float c = gl_DepthRange.diff / 2 + 0.25;

	gl_FragColor = vec4(a, b, c, 1.0);
}

[test]
draw rect -1 -1 2 2
probe all rgba 0.25 0.75 0.75 1.0