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# 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);
uniform mat4 src_matrix;
uniform vec4 v;
uniform vec4 expect;
uniform int col;
uniform vec4 value;
varying mat4 dst_matrix;

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


    /* 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.
     */
    dst_matrix = src_matrix;
    dst_matrix[1] = value;
}

[fragment shader]
precision highp float;
precision highp int;
uniform mat4 src_matrix;
uniform vec4 v;
uniform vec4 expect;
uniform int col;
uniform vec4 value;
varying mat4 dst_matrix;

void main()
{
    gl_FragColor = (distance(dst_matrix * 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 vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
draw rect 20 5 10 10
probe rgb 25 10 0.0 1.0 0.0