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[require]
GLSL >= 1.10
[vertex shader]
uniform mat2 m[2];
void main()
{
gl_Position = gl_Vertex;
mat2 a = m[0];
mat2 b = m[1];
/* Prevent copy propagation to help trigger the driver bug on
* the assignment above.
*/
a[0].x = 0.0;
b[0].x = 0.0;
if (a == b)
gl_FrontColor = vec4(0.0, 1.0, 0.0, 0.0);
else
gl_FrontColor = vec4(1.0, 0.0, 0.0, 0.0);
}
[fragment shader]
void main() {
gl_FragColor = gl_Color;
}
[test]
uniform mat2x2 m[0] 0.0 1.0 2.0 3.0
uniform mat2x2 m[1] 0.0 1.0 2.0 3.0
draw rect -1 -1 2 2
probe all rgba 0 1 0 0
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