# Test generated by: # ../../../glsl-1.10/variable-index-read.sh 1.10 [require] GLSL >= 1.10 [vertex shader] #version 110 uniform vec2 expect; varying mat2 m; varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; m = mat2(1.0, 2.0, 3.0, 4.0); /* From page 23 (page 30 of the PDF) of the GLSL 1.10 spec: * * "A vertex shader may also read varying variables, getting back the * same values it has written. Reading a varying variable in a vertex * shader returns undefined values if it is read before being * written." */ color = (m[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 vec2 expect; varying mat2 m; varying vec4 color; void main() { /* There is some trickery here. The fragment shader has to actually use * the varyings generated by the vertex shader, or the compiler (more * likely the linker) might demote the varying outputs to just be vertex * shader global variables. Since the point of the test is the vertex * shader reading from a varying, that would defeat the test. */ gl_FragColor = (m[1] == expect) ? color : vec4(1.0, 0.0, 0.0, 1.0); } [test] clear color 0.5 0.5 0.5 0.5 clear ortho uniform vec2 expect 3 4 draw rect 20 5 10 10 probe rgb 25 10 0.0 1.0 0.0