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diff --git a/dom/canvas/test/webgl-conf/checkout/resources/structUniformShader.vert b/dom/canvas/test/webgl-conf/checkout/resources/structUniformShader.vert
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+++ b/dom/canvas/test/webgl-conf/checkout/resources/structUniformShader.vert
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+/*
+ * Copyright (c) 2009 The Chromium Authors. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * AS IS AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+attribute vec4 a_vertex;
+attribute vec3 a_normal;
+
+uniform mat4 u_modelViewProjMatrix;
+
+struct MyStruct
+{
+ int x;
+ int y;
+};
+
+uniform MyStruct u_struct;
+uniform float u_array[4];
+
+varying vec3 v_normal;
+
+void main()
+{
+ v_normal = a_normal;
+ gl_Position = u_modelViewProjMatrix * a_vertex +
+ vec4(u_struct.x, u_struct.y, 0, 1) +
+ vec4(u_array[0], u_array[1], u_array[2], u_array[3]);
+}