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Ben Holmes wrote:
> ---
>  tests/all.tests                                |    2 +-
>  tests/shaders/glsl-tests/nested-loops-frag.ini |   44 
> ++++++++++++++++++++++++
>  2 files changed, 45 insertions(+), 1 deletions(-)
>  create mode 100644 tests/shaders/glsl-tests/nested-loops-frag.ini
> 
> diff --git a/tests/all.tests b/tests/all.tests
> index b05dec9..dedf55e 100644
> --- a/tests/all.tests
> +++ b/tests/all.tests
> @@ -187,7 +187,7 @@ shaders['vpfp-generic'] = vpfpgeneric
>  glslshaderloader = Group()
>  def add_glslshaderloader(name):
>       glslshaderloader[name] = PlainExecTest(['glsl-shader-loader', '-auto', 
> testBinDir + '../tests/shaders/glsl-tests/' + name + '.ini'])
> -
> +add_glslshaderloader('nested-loops-frag')
>  shaders['glsl-shader-loader'] = glslshaderloader
>  
>  bugs = Group()
> diff --git a/tests/shaders/glsl-tests/nested-loops-frag.ini 
> b/tests/shaders/glsl-tests/nested-loops-frag.ini
> new file mode 100644
> index 0000000..4edeb3c
> --- /dev/null
> +++ b/tests/shaders/glsl-tests/nested-loops-frag.ini
> @@ -0,0 +1,44 @@
> +[requirements]
> +version 2.0
> +[test]
> +expected 0.0 1.0 0.0 0.25 0.25
> +uniform float tex2d 0.0

Now I understand why you used glUniformi for the 'float' case.  I think
you'll need to either add a 'sampler' case or an 'int' case.

> +[vertex]
> +varying vec2 texCoords;
> +void main()
> +{
> +gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
> +texCoords = gl_MultiTexCoord0.xy;
> +}
> +[fragment]
> +uniform sampler2D tex2d;
> +varying vec2 texCoords;
> +void main()
> +{
> +     int i=0;
> +     int j=0;
> +     vec4 colorOffset= vec4(0,0,0,0);
> +     for(i;i<20;++i)
> +     {
> +             while(j<20)
> +             {
> +                     ++j;
> +                     if(j<15)
> +                             continue;
> +                     if(j>=15)
> +                             break;
> +                     colorOffset = vec4(0.0,0.0,1.0,1.0);
> +             }
> +             if(j>10)
> +             {
> +                     j=0;
> +                     continue;
> +             }
> +             colorOffset = vec4(1.0,0.0,1.0,1.0);
> +     }
> +
> +     if(i<18)
> +             colorOffset = vec4(1.0,0.0,0.0,1.0);
> +
> +     gl_FragColor = texture2D(tex2d,texCoords)+colorOffset;
> +}

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