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# This test verifies that dynamically uniform indexing of UBO arrays
# in the fragment shader behaves correctly.
[require]
GLSL >= 1.50
GL_ARB_gpu_shader5
[vertex shader passthrough]
[fragment shader]
#version 150
#extension GL_ARB_gpu_shader5: require
uniform block {
vec4 color;
} arr[4];
uniform int n, n2; // these have same value, but the compiler can't know.
out vec4 color;
void main()
{
if ((int(gl_FragCoord.x) & 3) == 2) {
color = arr[n2].color;
} else {
color = arr[n].color;
}
}
[test]
clear color 0.2 0.2 0.2 0.2
clear
ubo array index 0
uniform vec4 block.color 1.0 0.0 0.0 0.0
ubo array index 1
uniform vec4 block.color 0.0 1.0 0.0 0.0
ubo array index 2
uniform vec4 block.color 0.0 0.0 1.0 0.0
ubo array index 3
uniform vec4 block.color 1.0 1.0 1.0 1.0
uniform int n 0
uniform int n2 0
draw rect -1 -1 1 1
relative probe rect rgb (0.0, 0.0, 0.5, 0.5) (1.0, 0.0, 0.0)
uniform int n 1
uniform int n2 1
draw rect 0 -1 1 1
relative probe rect rgb (0.5, 0.0, 0.5, 0.5) (0.0, 1.0, 0.0)
uniform int n 2
uniform int n2 2
draw rect -1 0 1 1
relative probe rect rgb (0.0, 0.5, 0.5, 0.5) (0.0, 0.0, 1.0)
uniform int n 3
uniform int n2 3
draw rect 0 0 1 1
relative probe rect rgb (0.5, 0.5, 0.5, 0.5) (1.0, 1.0, 1.0)
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