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path: root/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat4-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 vec4 expect;
uniform mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
varying vec4 color;

void main()
{
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
uniform vec4 expect;
uniform mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
varying vec4 color;

void main()
{
    gl_FragColor = (m[1] == expect)
        ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}

[test]
clear color 0.5 0.5 0.5 0.5
clear
ortho

uniform vec4 expect 5 6 7 8
draw rect 20 5 10 10
probe rgb 25 10 0.0 1.0 0.0