# Test generated by: # ../../../glsl-1.10/variable-index-read.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 uniform int index; uniform vec3 expect; uniform mat3 m[3]; varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; color = (m[index][1] == 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 index; uniform vec3 expect; uniform mat3 m[3]; varying vec4 color; void main() { gl_FragColor = color; } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform mat3x3 m[0] 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 uniform mat3x3 m[1] 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 uniform mat3x3 m[2] 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 uniform int index 0 uniform vec3 expect 4 5 6 draw rect 20 5 10 10 probe rgb 25 10 0.0 1.0 0.0 uniform mat3x3 m[0] 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 uniform mat3x3 m[1] 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 uniform mat3x3 m[2] 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 uniform int index 1 uniform vec3 expect 13 14 15 draw rect 75 5 10 10 probe rgb 80 10 0.0 1.0 0.0 uniform mat3x3 m[0] 1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 uniform mat3x3 m[1] 10.0 11.0 12.0 13.0 14.0 15.0 16.0 17.0 18.0 uniform mat3x3 m[2] 19.0 20.0 21.0 22.0 23.0 24.0 25.0 26.0 27.0 uniform int index 2 uniform vec3 expect 22 23 24 draw rect 130 5 10 10 probe rgb 135 10 0.0 1.0 0.0