<!--
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 swizzled vector l-value dynamic indexing 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>
<!--
  The shader first assigns v.x to v.z (1.0)
  Then v.y to v.y (2.0)
  Then v.z to v.x (1.0)
-->
<script id="fshaderSwizzledLValueIndexing" type="x-shader/x-fragment">#version 300 es
precision highp float;
out vec4 my_FragColor;
void main() {
    vec3 v = vec3(1.0, 2.0, 3.0);
    for (int i = 0; i < 3; i++) {
        v.zyx[i] = v[i];
    }
    my_FragColor = distance(v, vec3(1.0, 2.0, 1.0)) < 0.01 ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
}
</script>
<script type="application/javascript">
"use strict";
description("Dynamic indexing of swizzled l-values should work.");

GLSLConformanceTester.runRenderTests([
{
  fShaderId: 'fshaderSwizzledLValueIndexing',
  fShaderSuccess: true,
  linkSuccess: true,
  passMsg: 'Index an l-value swizzled vector'
},
], 2);
</script>
</body>
</html>
