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# Verify that an array of structs appearing in the shader as a literal
# can be successfully dereferenced to access the values inside the
# structs.
[require]
GLSL >= 1.20
[vertex shader]
void main()
{
gl_Position = gl_Vertex;
}
[fragment shader]
struct Foo {
ivec4 value;
};
uniform int i;
uniform ivec4 expected_value;
void main()
{
ivec4 actual_value = Foo[2](Foo(ivec4(100, 200, 300, 400)),
Foo(ivec4(500, 600, 700, 800)))[i].value;
if (actual_value == expected_value)
gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
else
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
[test]
uniform int i 0
uniform ivec4 expected_value 100 200 300 400
draw rect -1 -1 2 1
uniform int i 1
uniform ivec4 expected_value 500 600 700 800
draw rect -1 0 2 1
probe all rgba 0.0 1.0 0.0 1.0
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