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diff --git a/tests/spec/glsl-1.10/execution/variable-indexing/vs-varying-array-mat4-rd.shader_test b/tests/spec/glsl-1.10/execution/variable-indexing/vs-varying-array-mat4-rd.shader_test
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+++ b/tests/spec/glsl-1.10/execution/variable-indexing/vs-varying-array-mat4-rd.shader_test
@@ -0,0 +1,58 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.10
+
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+#version 110
+uniform vec4 expect;
+varying mat4 m[3];
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ m[0] = mat4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
+ m[1] = mat4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0);
+ m[2] = mat4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0);
+
+ /* From page 23 (page 30 of the PDF) of the GLSL 1.10 spec:
+ *
+ * "A vertex shader may also read varying variables, getting back the
+ * same values it has written. Reading a varying variable in a vertex
+ * shader returns undefined values if it is read before being
+ * written."
+ */
+ color = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[fragment shader]
+#version 110
+uniform vec4 expect;
+varying mat4 m[3];
+varying vec4 color;
+
+void main()
+{
+ /* There is some trickery here. The fragment shader has to actually use
+ * the varyings generated by the vertex shader, or the compiler (more
+ * likely the linker) might demote the varying outputs to just be vertex
+ * shader global variables. Since the point of the test is the vertex
+ * shader reading from a varying, that would defeat the test.
+ */
+ gl_FragColor = (m[1][1] == expect)
+ ? color : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+