# Test generated by: # ../../../glsl-1.10/variable-index-write.sh 1.00 [require] GLSL ES >= 1.00 GL ES >= 2.0 [vertex shader] attribute vec4 vertex; mat4 projection = 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); void main() { gl_Position = vertex; gl_Position *= projection; } [fragment shader] precision highp float; precision highp int; uniform mat2 src_matrix; uniform vec2 v; uniform vec2 expect; uniform int index; uniform int col; uniform vec2 value; void main() { mat2 dst_matrix[3]; dst_matrix[0] = mat2(0.0); dst_matrix[1] = mat2(0.0); dst_matrix[2] = mat2(0.0); /* Patch the supplied matrix with the supplied value. If the resulting * matrix is correct, it will transform the input vector to the expected * value. Verify that the distance between the result and the expected * vector is less than epsilon. * * NOTE: This test assumes that reads of arrays using non-constant * indicies works correctly. If reads and writes happen to fail in an * identical manner, this test may give false positives. */ dst_matrix[1] = src_matrix; dst_matrix[1][col] = value; gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6) ? 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 uniform int col 0 uniform vec2 v 0.803161418975390 0.852987140792140 uniform vec2 expect 0.708718134966688 1.452243795483797 uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180 uniform vec2 value 0.241498998195656 0.861223395812970 draw rect 45 5 10 10 probe rgb 50 10 0.0 1.0 0.0 uniform int col 1 uniform vec2 v 0.803161418975390 0.852987140792140 uniform vec2 expect 0.708718134966688 1.452243795483797 uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0 uniform vec2 value 0.603473877011433 0.891622340451180 draw rect 60 5 10 10 probe rgb 65 10 0.0 1.0 0.0