# Test generated by: # ../../../glsl-1.10/variable-index-read.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 uniform int row; uniform float expect; uniform mat4 m[3]; varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } [fragment shader] #version 110 uniform int row; uniform float expect; uniform mat4 m[3]; varying vec4 color; void main() { gl_FragColor = (m[1][1][row] == expect) ? 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 mat4x4 m[0] 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 uniform mat4x4 m[1] 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 uniform mat4x4 m[2] 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 uniform int row 0 uniform float expect 21 draw rect 90 5 10 10 probe rgb 95 10 0.0 1.0 0.0 uniform int row 1 uniform float expect 22 draw rect 90 20 10 10 probe rgb 95 25 0.0 1.0 0.0 uniform int row 2 uniform float expect 23 draw rect 90 35 10 10 probe rgb 95 40 0.0 1.0 0.0 uniform int row 3 uniform float expect 24 draw rect 90 50 10 10 probe rgb 95 55 0.0 1.0 0.0