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<!--
Copyright (c) 2019 The Khronos Group Inc.
Use of this source code is governed by an MIT-style license that can be
found in the LICENSE.txt file.
-->

<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<title>GLSL initialized array element increment/decrement test</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>
<script id="fshaderFloatArrayIncrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    float A[2] = float[2](0.0, 1.0);
    A[0]++;
    my_FragColor = vec4(1.0 - A[0], A[0], 0.0, 1.0);
}
</script>
<script id="fshaderVectorArrayIncrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    vec4 V[2] = vec4[2](vec4(0.0, 2.0, 3.0, 4.0), vec4(5.0, 6.0, 7.0, 8.0));
    V[0][0]++;
    my_FragColor = vec4(1.0 - V[0][0], V[0][0], 0.0, 1.0);
}
</script>
<script id="fshaderVectorElementIncrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    vec4 v = vec4(0.0, 2.0, 3.0, 4.0);
    v[0]++;
    my_FragColor = vec4(1.0 - v[0], v[0], 0.0, 1.0);
}
</script>
<script id="fshaderFloatArrayDecrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    float A[2] = float[2](2.0, 1.0);
    A[0]--;
    my_FragColor = vec4(1.0 - A[0], A[0], 0.0, 1.0);
}
</script>
<script id="fshaderVectorArrayDecrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    vec4 V[2] = vec4[2](vec4(2.0, 2.0, 3.0, 4.0), vec4(5.0, 6.0, 7.0, 8.0));
    V[0][0]--;
    my_FragColor = vec4(1.0 - V[0][0], V[0][0], 0.0, 1.0);
}
</script>
<script id="fshaderVectorElementDecrement" type="x-shader/x-fragment">#version 300 es
precision mediump float;

out vec4 my_FragColor;

void main() {
    vec4 v = vec4(2.0, 2.0, 3.0, 4.0);
    v[0]--;
    my_FragColor = vec4(1.0 - v[0], v[0], 0.0, 1.0);
}
</script>
<script type="application/javascript">
"use strict";
description("Incrementing or decrementing elements of arrays with initializers should work.");

GLSLConformanceTester.runRenderTests([
{
  fShaderId: 'fshaderFloatArrayIncrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Increment an element of a vector array'
},
{
  fShaderId: 'fshaderVectorArrayIncrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Increment an element of a vector array'
},
{
  fShaderId: 'fshaderVectorElementIncrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Increment an element of a vector'
},
{
  fShaderId: 'fshaderFloatArrayDecrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Decrement an element of a vector array'
},
{
  fShaderId: 'fshaderVectorArrayDecrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Decrement an element of a vector array'
},
{
  fShaderId: 'fshaderVectorElementDecrement',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Decrement an element of a vector'
}
], 2);
</script>
</body>
</html>