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# This test verifies that dynamically uniform indexing of sampler arrays
# in the geometry shader behaves correctly.

[require]
GLSL >= 1.50
GL_ARB_gpu_shader5

[vertex shader passthrough]

[geometry shader]
#version 150
#extension GL_ARB_gpu_shader5: require

uniform sampler2D s[4];

uniform int n;

layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
out vec4 color;

void main()
{
	for (int i = 0; i < 3; i++) {
		gl_Position = gl_in[i].gl_Position;
		color = texture(s[n], vec2(0.5, 0.5));
		EmitVertex();
	}
	EndPrimitive();
}

[fragment shader]
#version 150
#extension GL_ARB_gpu_shader5: require

in vec4 color;
out vec4 out_color;

void main()
{
	out_color = color;
}

[test]
clear color 0.2 0.2 0.2 0.2
clear

uniform int s[0] 0
uniform int s[1] 1
uniform int s[2] 2
uniform int s[3] 3

texture checkerboard 0 0 (32, 32) (1.0, 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) (0.0, 1.0, 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) (0.0, 0.0, 1.0, 0.0) (0.0, 0.0, 1.0, 0.0)
texparameter 2D min nearest
texparameter 2D mag nearest

texture checkerboard 3 0 (32, 32) (1.0, 1.0, 1.0, 1.0) (1.0, 1.0, 1.0, 1.0)
texparameter 2D min nearest
texparameter 2D mag nearest

uniform int n 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 2
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 3
draw rect 0 0 1 1

relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)