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# Test generated by:
# ../../../glsl-1.10/variable-index-read.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);
uniform int index;
uniform int col;
uniform vec2 expect;
varying vec4 color;

void main()
{
    gl_Position = vertex;
    gl_Position *= projection;

    mat2 m[3];
    m[0] = mat2(1.0, 2.0, 3.0, 4.0);
    m[1] = mat2(5.0, 6.0, 7.0, 8.0);
    m[2] = mat2(9.0, 10.0, 11.0, 12.0);
    color = (m[index][col] == expect)
        ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}

[fragment shader]
precision highp float;
precision highp int;
uniform int index;
uniform int col;
uniform vec2 expect;
varying vec4 color;

void main()
{
    gl_FragColor = color;
}

[test]
clear color 0.5 0.5 0.5 0.5
clear

uniform int index 0
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

uniform int index 1
uniform int col 0
uniform vec2 expect 5 6
draw rect 45 5 10 10
probe rgb 50 10 0.0 1.0 0.0

uniform int col 1
uniform vec2 expect 7 8
draw rect 60 5 10 10
probe rgb 65 10 0.0 1.0 0.0

uniform int index 2
uniform int col 0
uniform vec2 expect 9 10
draw rect 85 5 10 10
probe rgb 90 10 0.0 1.0 0.0

uniform int col 1
uniform vec2 expect 11 12
draw rect 100 5 10 10
probe rgb 105 10 0.0 1.0 0.0