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[require]
GLSL >= 1.40
[vertex shader]
#version 140
uniform int i;
uniform ubo1 {
vec4 colors[4];
};
in vec4 piglit_vertex;
out vec4 v;
void main()
{
gl_Position = piglit_vertex;
vec4 temp[4] = colors;
temp[0] = vec4(1.0, 0.0, 0.0, 0.0);
v = temp[i];
}
[fragment shader]
#version 140
in vec4 v;
void main()
{
gl_FragColor = v;
}
[test]
uniform int i 1
uniform vec4 colors[0] 0.0 0.0 0.0 0.0
uniform vec4 colors[1] 0.0 1.0 0.0 0.0
uniform vec4 colors[2] 0.0 1.0 1.0 0.0
uniform vec4 colors[3] 1.0 0.0 1.0 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 0.0
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