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[require]
GLSL >= 1.40
[vertex shader]
#version 140
struct S {
vec4 a, b, c, d;
};
uniform ubo1 {
S colors;
};
in vec4 piglit_vertex;
out vec4 v;
void main()
{
gl_Position = piglit_vertex;
S temp = colors;
temp.c = vec4(0.0); /* try, but fail, to prevent copy prop */
v = temp.a + temp.b + temp.c + temp.d;
}
[fragment shader]
#version 140
in vec4 v;
void main()
{
gl_FragColor = v;
}
[test]
uniform vec4 colors.a 0.0 0.0 0.0 0.0
uniform vec4 colors.b 0.0 1.0 0.0 0.0
uniform vec4 colors.c 1.0 0.0 0.0 0.0
uniform vec4 colors.d 0.0 0.0 0.0 0.0
draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 0.0
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