/* [config] * expect_result: pass * glsl_version: 1.30 * require_extensions: GL_ARB_texture_cube_map_array GL_EXT_texture_shadow_lod * [end config] */ #version 130 #extension GL_EXT_texture_shadow_lod : require #extension GL_ARB_texture_cube_map_array : require uniform vec4 a_uniform; uniform samplerCubeArrayShadow cube_shadow; void main() { float color = texture(cube_shadow, a_uniform, 1.0); color += texture(cube_shadow, a_uniform, 0.0); color += textureLod(cube_shadow, a_uniform, 0.0, 1.0); gl_FragColor = vec4(color, color, color, color); }