# Test generated by: # ../../../glsl-1.10/variable-index-write.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 uniform mat2 src_matrix; uniform vec2 v; uniform vec2 expect; uniform int col; uniform vec2 value; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; mat2 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[col] = value; gl_FrontColor = (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); } [fragment shader] #version 110 void main() { gl_FragColor = gl_Color; } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform int col 0 uniform vec2 v 0.803161418975390 0.852987140792140 uniform vec2 expect 0.708718134966688 1.452243795483797 uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180 uniform vec2 value 0.241498998195656 0.861223395812970 draw rect 5 5 10 10 probe rgb 10 10 0.0 1.0 0.0 uniform int col 1 uniform vec2 v 0.803161418975390 0.852987140792140 uniform vec2 expect 0.708718134966688 1.452243795483797 uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0 uniform vec2 value 0.603473877011433 0.891622340451180 draw rect 20 5 10 10 probe rgb 25 10 0.0 1.0 0.0