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[require]
GLSL >= 1.40
[vertex shader]
#version 140
in vec4 piglit_vertex;
out vec2 texcoords;
void main()
{
gl_Position = piglit_vertex;
texcoords = (piglit_vertex.xy + 1.0) / 2.0;
}
[fragment shader]
#version 140
varying vec2 texcoords;
uniform sampler2DRectShadow tex;
void main()
{
gl_FragColor = vec4(shadow2DRectProj(tex, vec4(texcoords.xyy * vec3(31.0, 31.0, 1.0), 2.0)).xxx, 1.0);
}
[test]
uniform int tex 0
texture shadowRect 0 (32, 32)
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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