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authorTim Foley <tfoley@nvidia.com>2017-06-09 11:34:21 -0700
committerTim Foley <tfoley@nvidia.com>2017-06-09 13:44:59 -0700
commitfcf83dbf9effab3bd98bad2b83b2468b7eb05cfd (patch)
tree41047c94883b86ec085a81597391ce3ef557cd43 /tests/glsl/sascha-willems/shadowmapping/offscreen.frag
parent52e8d4b9a27ab0060f874c3a63ab531847be35c0 (diff)
Initial import of code.
Diffstat (limited to 'tests/glsl/sascha-willems/shadowmapping/offscreen.frag')
-rw-r--r--tests/glsl/sascha-willems/shadowmapping/offscreen.frag14
1 files changed, 14 insertions, 0 deletions
diff --git a/tests/glsl/sascha-willems/shadowmapping/offscreen.frag b/tests/glsl/sascha-willems/shadowmapping/offscreen.frag
new file mode 100644
index 000000000..81c8f55a3
--- /dev/null
+++ b/tests/glsl/sascha-willems/shadowmapping/offscreen.frag
@@ -0,0 +1,14 @@
+//TEST:COMPARE_GLSL:
+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout(location = 0) out vec4 color;
+//layout(location = 0) out float fragmentdepth;
+
+void main()
+{
+// fragmentdepth = gl_FragCoord.z;
+ color = vec4(1.0, 0.0, 0.0, 1.0);
+} \ No newline at end of file