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# This test reproduces Mesa bug 34370.
[require]
GLSL >= 1.10
[vertex shader]
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
[fragment shader]
void main()
{
int a, i;
for (i=0; i<5 && i<4; i++)
{
a = i;
}
if (a==3)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else if (a==0)
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
else if (a==4)
gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
else
gl_FragColor = vec4(0.5, 0.5, 1.5, 1.0);
}
[test]
clear color 0.0 0.0 0.0 0.0
clear
ortho
draw rect 10 10 10 10
probe rgb 15 15 0.0 1.0 0.0
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