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diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-mat2-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-mat2-col-rd.shader_test
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+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/vs-varying-mat2-col-rd.shader_test
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+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec2 expect;
+varying mat2x2 m;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ m = mat2x2(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[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[fragment shader]
+uniform int col;
+uniform vec2 expect;
+varying mat2x2 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[col] == 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 int col 0
+uniform vec2 expect 1 2
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0