Index: conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag |
=================================================================== |
--- conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag (revision 0) |
+++ conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag (working copy) |
@@ -0,0 +1,53 @@ |
+ |
+/* |
+** Copyright (c) 2012 The Khronos Group Inc. |
+** |
+** Permission is hereby granted, free of charge, to any person obtaining a |
+** copy of this software and/or associated documentation files (the |
+** "Materials"), to deal in the Materials without restriction, including |
+** without limitation the rights to use, copy, modify, merge, publish, |
+** distribute, sublicense, and/or sell copies of the Materials, and to |
+** permit persons to whom the Materials are furnished to do so, subject to |
+** the following conditions: |
+** |
+** The above copyright notice and this permission notice shall be included |
+** in all copies or substantial portions of the Materials. |
+** |
+** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, |
+** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF |
+** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
+** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY |
+** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, |
+** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE |
+** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. |
+*/ |
+ |
+ |
+#ifdef GL_ES |
+precision mediump float; |
+#endif |
+// |
+// mat3arrayindirect0_frag.frag: Fragment shader solid color |
+// The vec3 values are determined at runtime. |
+// |
+// |
+ |
+uniform mat3 testmat3[2]; |
+varying vec4 color; |
+ |
+void main(void) |
+{ |
+ vec3 result = vec3(0.0, 0.0, 0.0); |
+ |
+ /* |
+ // No indirect indexing in fragment shaders |
+ for(int j = 0; j < 3; j++) |
+ { |
+ result += testmat3[0][j] + testmat3[1][j]; |
+ } |
+ */ |
+ result += testmat3[0][0] + testmat3[1][0]; |
+ result += testmat3[0][1] + testmat3[1][1]; |
+ result += testmat3[0][2] + testmat3[1][2]; |
+ gl_FragColor = vec4(result/2.0, 0.5); |
+} |