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path: root/tests/spec/glsl-es-1.00/execution/variable-index-read/vs-varying-array-mat4-rd.shader_test
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# Test generated by:
# ../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 vec4 expect;
varying mat4 m[3];
varying vec4 color;

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

    m[0] = mat4(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);
    m[1] = mat4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0);
    m[2] = mat4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0);

    /* 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[1][1] == expect)
        ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}

[fragment shader]
uniform vec4 expect;
varying mat4 m[3];
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[1][1] == expect)
        ? color : vec4(1.0, 0.0, 0.0, 1.0);
}

[test]
clear color 0.5 0.5 0.5 0.5
clear


uniform vec4 expect 21 22 23 24
draw rect 90 5 10 10
probe rgb 95 10 0.0 1.0 0.0