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<!--

/*
** Copyright (c) 2015 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.
*/

-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL Indexing complex array expressions</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
<script src="../../js/glsl-conformance-test.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<!--
Array indexing is detailed in the ESSL 3.00 spec section 5.9
ESSL 3.00 revisions after 3.00.4 changed the definition from 'subscripted array names' to 'subscripted arrays'
-->
<script id="fshader-assignment" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 color;

void main() {
  float a[2] = float[2](0.0, 0.0);
  float b[2] = float[2](2.0, 1.0);
  float c = (a = b)[0];
  color = (c == 2.0) ? vec4(0, 1.0, 0, 1.0) : vec4(1.0, 0, 0, 1.0);
}
</script>
<script id="fshader-function" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 color;
bool hasRan = false;

float[2] functionReturnArray() {
  hasRan = true;
  return float[2](2.0, 1.0);
}

void main() {
  float c = (functionReturnArray())[0];
  color = ((c == 2.0) && hasRan) ? vec4(0, 1.0, 0, 1.0) : vec4(1.0, 0, 0, 1.0);
}
</script>
<script id="fshader-array-initialization" type="x-shader/x-fragment">#version 300 es
precision mediump float;
out vec4 color;

void main() {
  float a = (float[3](2.0, 1.0, 0.0))[0];
  color = (a == 2.0) ? vec4(0, 1.0, 0, 1.0) : vec4(1.0, 0, 0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Indexing complex array expressions");
debug("");

GLSLConformanceTester.runRenderTests([
{
  fShaderId: 'fshader-assignment',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Test indexing a variable assignment: (a = b)[0]'
},
{
  fShaderId: 'fshader-function',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Test indexing a function return with a side-effect: (functionReturnArray())[0]'
},
{
  fShaderId: 'fshader-array-initialization',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Test indexing an array initialization: (float[3](2.0, 1.0, 0.0))[0]'
},
], 2);

</script>
</body>
</html>