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# This test verifies that dynamic uniform indexing of samplers inside
# a struct array in the fragment shader behaves correctly.
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader5: require
struct S {
sampler2D tex;
sampler2D tex2;
};
uniform S s[2];
uniform int n;
uniform int select;
out vec4 color;
void main()
{
if (select == 0)
color = texture(s[n].tex, vec2(0.75, 0.25));
else
color = texture(s[n].tex2, vec2(0.75, 0.25));
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
uniform int s[0].tex 0
uniform int s[1].tex 1
uniform int s[0].tex2 2
uniform int s[1].tex2 3
texture checkerboard 0 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 0.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 1 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 1.0, 0.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 2 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest
texture checkerboard 3 0 (32, 32) (0.5, 0.0, 0.0, 0.0) (1.0, 1.0, 1.0, 1.0)
texparameter 2D min nearest
texparameter 2D mag nearest
uniform int n 0
uniform int select 0
draw rect -1 -1 1 1
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
uniform int n 1
draw rect 0 -1 1 1
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
uniform int n 0
uniform int select 1
draw rect -1 0 1 1
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
uniform int n 1
draw rect 0 0 1 1
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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