# Test generated by: # ../../../glsl-1.10/variable-index-write.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] #version 110 uniform mat3 src_matrix; uniform vec3 v; uniform vec3 expect; uniform int col; uniform vec3 value; void main() { mat3 dst_matrix; /* Patch the supplied matrix with the supplied value. If the resulting * matrix is correct, it will transform the input vector to the expected * value. Verify that the distance between the result and the expected * vector is less than epsilon. */ dst_matrix = src_matrix; dst_matrix[1] = value; gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237 uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868 uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504 uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193 draw rect 20 5 10 10 probe rgb 25 10 0.0 1.0 0.0