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# Test generated by:
# ../../../glsl-1.10/variable-index-read.sh 1.10

[require]
GLSL >= 1.10

[vertex shader]
#version 110
uniform int row;
uniform float expect;
uniform mat4 m[3];
varying vec4 color;

void main()
{
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

[fragment shader]
#version 110
uniform int row;
uniform float expect;
uniform mat4 m[3];
varying vec4 color;

void main()
{
    gl_FragColor = (m[1][1][row] == expect)
        ? 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
ortho

uniform mat4x4 m[0] 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
uniform mat4x4 m[1] 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
uniform mat4x4 m[2] 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
uniform int row 0
uniform float expect 21
draw rect 90 5 10 10
probe rgb 95 10 0.0 1.0 0.0

uniform int row 1
uniform float expect 22
draw rect 90 20 10 10
probe rgb 95 25 0.0 1.0 0.0

uniform int row 2
uniform float expect 23
draw rect 90 35 10 10
probe rgb 95 40 0.0 1.0 0.0

uniform int row 3
uniform float expect 24
draw rect 90 50 10 10
probe rgb 95 55 0.0 1.0 0.0