# 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; 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); } [fragment shader] #version 110 uniform int row; uniform float expect; varying 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 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