# Test generated by: # ../../../glsl-1.10/variable-index-read.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 uniform int col; uniform vec4 expect; varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat4 m[3]; 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); color = (m[1][col] == 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 col; uniform vec4 expect; varying vec4 color; void main() { gl_FragColor = color; } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform int col 0 uniform vec4 expect 17 18 19 20 draw rect 75 5 10 10 probe rgb 80 10 0.0 1.0 0.0 uniform int col 1 uniform vec4 expect 21 22 23 24 draw rect 90 5 10 10 probe rgb 95 10 0.0 1.0 0.0 uniform int col 2 uniform vec4 expect 25 26 27 28 draw rect 105 5 10 10 probe rgb 110 10 0.0 1.0 0.0 uniform int col 3 uniform vec4 expect 29 30 31 32 draw rect 120 5 10 10 probe rgb 125 10 0.0 1.0 0.0