# 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 vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat3 m[3]; m[0] = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); m[1] = mat3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0); m[2] = mat3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0); color = (m[1][1][row] == expect) ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0); } [fragment shader] #version 110 uniform int row; uniform float expect; varying vec4 color; void main() { gl_FragColor = color; } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform int row 0 uniform float expect 13 draw rect 75 5 10 10 probe rgb 80 10 0.0 1.0 0.0 uniform int row 1 uniform float expect 14 draw rect 75 20 10 10 probe rgb 80 25 0.0 1.0 0.0 uniform int row 2 uniform float expect 15 draw rect 75 35 10 10 probe rgb 80 40 0.0 1.0 0.0