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diff --git a/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag b/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag
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+++ b/testing/web-platform/tests/webgl/conformance-1.0.3/conformance/ogles/GL/mat3/mat3arrayindirect0_frag.frag
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+
+/*
+** 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);
+}