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diff --git a/tests/spec/glsl-es-1.00/execution/1.20/vs-outerProduct-const-mat4x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/vs-outerProduct-const-mat4x3-ivec.shader_test
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+++ b/tests/spec/glsl-es-1.00/execution/1.20/vs-outerProduct-const-mat4x3-ivec.shader_test
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+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec3 c = ivec3(2, 3, 4);
+const ivec4 r = ivec4(5, 6, 7, 8);
+uniform mat4x3 expected = mat4x3(10, 15, 20, 12, 18, 24, 14, 21, 28, 16, 24, 32);
+varying vec4 color;
+
+void main() {
+ gl_Position = vertex;
+ gl_Position *= proj;
+ mat4x3 result = outerProduct(c, r);
+ color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[fragment shader]
+
+varying vec4 color;
+void main() { gl_FragColor = color; }
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0