1 # Test that we handle shadow variables correctly inside loops
5 [vertex shader passthrough]
15 gl_FragColor = vec4(1.0, 0.0, 0.0, 0.0);
17 for(int var_0 = 0; var_0 < 10; var_0 += 1) {
19 const float var_0 = 0.25;
20 gl_FragColor = vec4(0.0, var_0, 0.0, 0.0);
25 const float var_0 = 0.5;
26 gl_FragColor = vec4(0.0, var_0, 0.0, 0.0);
31 if (x == 9 || x == 0) {
35 for(int var_0 = 0; var_0 < 10; var_0 += 1) {
37 const float var_0 = 0.75;
40 gl_FragColor = vec4(0.0, var_0, 0.0, 0.0);
44 gl_FragColor = vec4(0.0, var_0, 0.0, 0.0);
50 if (x == 1 || x == 2) {
55 for(; var_0 < 10; var_0++) {
56 const float var_0 = 1.0;
57 gl_FragColor = vec4(0.0, var_0, 0.0, 0.0);
64 probe all rgb 0 0.25 0 0
68 probe all rgb 0 0.5 0 0
72 probe all rgb 0 0.75 0 0
76 probe all rgb 0 0.75 0 0
80 probe all rgb 0 1.0 0 0