File: fs-saturated-vec-array.shader_test

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[require]
GLSL >= 1.40

[vertex shader passthrough]

[fragment shader]
#version 140

/* On i965, the instruction for loading from a UBO array is likely to
 * encounter trouble with the saturate flag produced by this clamping.
 */
uniform int i;
uniform ubo1 {
	vec4 color[2];
};

void main()
{
	gl_FragColor = 0.25 + 0.5 * clamp(color[i], 0.0, 1.0);
}

[test]
uniform int i 1
uniform vec4 color[0] 0.5 0.5 0.5 0.5
uniform vec4 color[1] -1 0 1 2
draw rect -1 -1 2 2
probe all rgba 0.25 0.25 0.75 0.75