1 # Verify that an array of structs appearing in the shader as a literal
2 # can be successfully dereferenced to access the values inside the
11 gl_Position = gl_Vertex;
18 /* A second member of a different size helps ensures we calculate member
25 uniform ivec2 expected_value;
29 ivec2 actual_value = Foo[2](Foo(100, ivec2(200, 300)),
30 Foo(400, ivec2(500, 600)))[i].value2;
31 if (actual_value == expected_value)
32 gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);
34 gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
39 uniform ivec2 expected_value 200 300
42 uniform ivec2 expected_value 500 600
44 probe all rgba 0.0 1.0 0.0 1.0