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