5 /* test for a bug in ir_to_mesa's uniform handling. It relied on the
6 * uniform list having increasing per-shader locations as the shader
7 * program's uniform list was walked. If multiple uniforms were used
8 * and one of them was shared between shaders, the list would be out
13 /* To prevent linker optimize out f1&f2. */
19 gl_Position = gl_Vertex;
21 color = vec4(f1 + dummy, f2 + dummy, 0.0, 0.0);
31 gl_FragColor = (0.5 + color);
41 probe all rgba 0.5 0.5 0.5 0.5