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[require]
GLSL >= 1.20
[vertex shader]
uniform int u = 1;
varying vec4 color;
void func(inout int i, inout float f)
{
i = 0;
f = 1.;
}
void main()
{
mat2 m = mat2(0.);
ivec4[] n = ivec4[](ivec4(0, 1, 1, 1), ivec4(1, 0, 0, 0));
int i = u;
func(i, m[n[i].x][1]);
color = vec4(m[1].x, m[1].y, m[0].x, m[0].y);
gl_Position = gl_Vertex;
}
[fragment shader]
varying vec4 color;
void main()
{
gl_FragColor = color;
}
[test]
draw rect -1 -1 2 2
probe all rgba 0. 1. 0. 0.
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