1# Cull triangle 0
2
3[require]
4GLSL >= 1.30
5GL_ARB_cull_distance
6
7[vertex shader]
8#version 130
9#extension GL_ARB_cull_distance: enable
10
11out float gl_CullDistance[1];
12
13void main(void)
14{
15	gl_Position = gl_Vertex;
16
17	gl_CullDistance[0] = gl_VertexID - 3;
18}
19
20[fragment shader]
21#version 130
22
23void main(void)
24{
25	gl_FragColor = vec4(0, 0, 1, 1);
26}
27
28[test]
29clear color 0.0 1.0 0.0 1.0
30clear
31draw rect -1 -1 2 2
32
33# Bottom left corner is green because triangle 0 was culled
34relative probe rgba (0.100, 0.100) (0.0, 1.0, 0.0, 1.0)
35
36# Top right corner is blue because triangle 1 was not culled
37relative probe rgba (0.900, 0.900) (0.0, 0.0, 1.0, 1.0)
38