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#!amber
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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DEVICE_FEATURE DepthClampZeroOneFeatures.depthClampZeroOne
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SHADER vertex vert_shader GLSL
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#version 430
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layout(location = 0) in vec2 position_in;
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void main()
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{
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gl_Position = vec4(position_in, 0, 1);
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}
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END
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SHADER fragment frag_shader GLSL
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#version 430
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layout(location = 0) out highp vec4 frag_out;
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void main()
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{
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gl_FragDepth = 2.0;
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frag_out = vec4(0, 1, 0, 1);
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}
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END
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BUFFER framebuffer0 FORMAT R8G8B8A8_UNORM
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BUFFER depth0 FORMAT D32_SFLOAT
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BUFFER fs_depth DATA_TYPE float DATA
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0.0
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END
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PIPELINE graphics pipeline
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DEPTH
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TEST on
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COMPARE_OP equal
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WRITE on
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END
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VIEWPORT 0 0 SIZE 60 60 MIN_DEPTH 0.1 MAX_DEPTH 0.9
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ATTACH vert_shader
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ATTACH frag_shader
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BIND BUFFER framebuffer0 AS color LOCATION 0
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BIND BUFFER depth0 AS depth_stencil
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FRAMEBUFFER_SIZE 60 60
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END
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CLEAR_COLOR pipeline 0 0 0 0
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CLEAR_DEPTH pipeline 1.0
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CLEAR pipeline
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RUN pipeline DRAW_RECT POS 0 0 SIZE 60 60
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EXPECT framebuffer0 IDX 0 0 SIZE 60 60 EQ_RGBA 0 255 0 255
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EXPECT depth0 IDX 0 EQ 1.0
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