blob: ec4c4a927d27887dd2dd92c3e059ddea89d130a6 [file] [log] [blame]
/*
** 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
//
// mat3arrayindirect1_frag.frag: Fragment shader solid color testing indirect referencing into uniforms
// 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[1][j];
}
*/
result += testmat3[1][0];
result += testmat3[1][1];
result += testmat3[1][2];
gl_FragColor = vec4(result/2.0, 0.5);
}