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authorTom Gall <tom.gall@linaro.org>2013-01-08 11:09:03 -0600
committerTom Gall <tom.gall@linaro.org>2013-04-22 11:21:28 -0500
commit782bc7dea2f61fe54931d2bebb784ee9a6a1e74a (patch)
treeed1da1f708bd3c4ba63f4cdb8e93d7e04fef645f /tests/spec/glsl-es-1.00
parent7a2541940306d4b87da095a47442530be61185ef (diff)
downloadpiglit-782bc7dea2f61fe54931d2bebb784ee9a6a1e74a.tar.gz
shader_runner: port glsl 1.20 versions of tests to glsl es 1.00
Diffstat (limited to 'tests/spec/glsl-es-1.00')
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/clipping.out0
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/fixed-clip-enables.shader_test141
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-accept.shader_test42
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-reject.shader_test42
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-different-from-position.shader_test62
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-enables.shader_test147
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-equal-to-position.shader_test57
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-homogeneity.shader_test69
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-assign-varied-struct.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3.shader_test35
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3-ivec.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3.shader_test36
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4-ivec.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4.shader_test34
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3-ivec.shader_test76
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4-ivec.shader_test74
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4.shader_test54
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxClipPlanes.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxCombinedTextureImageUnits.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxDrawBuffers.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxFragmentUniformComponents.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxLights.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureCoords.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureImageUnits.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureUnits.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVaryingFloats.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexAttribs.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexTextureImageUnits.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexUniformComponents.shader_test28
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/maximums/maximums.out0
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/outerProduct-const.sh221
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/outerProduct.sh217
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/qualifiers/qualifiers.out0
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-int-float-to-float-float-float-return.shader_test46
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float-return.shader_test41
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float.shader_test40
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure-array.shader_test48
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure.shader_test44
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/uniform-initializer.out0
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure-array.shader_test48
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure.shader_test42
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-rd.shader_test46
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-rd.shader_test60
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-wr.shader_test75
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-wr.shader_test56
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-rd.shader_test71
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-rd.shader_test109
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-wr.shader_test146
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-wr.shader_test91
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-rd.shader_test51
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-rd.shader_test71
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-wr.shader_test92
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-wr.shader_test64
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-rd.shader_test38
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-rd.shader_test46
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-wr.shader_test57
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-wr.shader_test47
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-rd.shader_test51
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-rd.shader_test86
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-wr.shader_test116
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-wr.shader_test64
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-rd.shader_test86
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-rd.shader_test187
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-wr.shader_test269
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-wr.shader_test115
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-rd.shader_test51
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-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-wr.shader_test116
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-wr.shader_test64
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-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-rd.shader_test51
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-wr.shader_test65
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-wr.shader_test47
-rw-r--r--tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-rd.shader_test56
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456 files changed, 34702 insertions, 0 deletions
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/clipping.out b/tests/spec/glsl-es-1.00/execution/1.20/clipping/clipping.out
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/clipping.out
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/fixed-clip-enables.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/fixed-clip-enables.shader_test
new file mode 100644
index 00000000..93995a5c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/fixed-clip-enables.shader_test
@@ -0,0 +1,141 @@
+# This test reproduces bug 41603
+# (https://bugs.freedesktop.org/show_bug.cgi?id=41603).
+#
+# This test sets up 6 clipping planes using fixed vertex
+# functionality, which clip a rectangle to a hexagon shape. Then it
+# tests various combinations of enables for the 6 clipping planes, and
+# verifies that they all create the correct shape.
+#
+# To verify that each enable works, the combinations of enables were
+# chosen such that:
+# - Every plane is enabled at least once and disbled at least once.
+# - Every plane is enabled and disabled in a different pattern.
+#
+# Note: Some implementations have bugs related to improper coordinate
+# transformations of clip planes (which are already adequately tested
+# by the clip-plane-transformation test), so to avoid those bugs
+# contaminating the results of this test, we don't do any coordinate
+# transformation in this test.
+
+[require]
+GLSL >= 1.20
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1, 1, 1, 1);
+}
+
+[test]
+clip plane 0 0 1 0 0.5
+clip plane 1 -1 1 0 0.8
+clip plane 2 -1 -1 0 0.8
+clip plane 3 0 -1 0 0.5
+clip plane 4 1 -1 0 0.8
+clip plane 5 1 1 0 0.8
+clear color 0.0 0.0 0.0 0.0
+
+# Test with planes 0, 2, and 4 enabled.
+enable GL_CLIP_PLANE0
+disable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+disable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 5
+
+# Test with planes 0, 1, 4, and 5 enabled.
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+disable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 5
+
+# Test with planes 0, 1, 2, and 3 enabled.
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+enable GL_CLIP_PLANE3
+disable GL_CLIP_PLANE4
+disable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (0.0, 0.0, 0.0, 0.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 5
+
+# Test with planes 4 and 5 enabled.
+disable GL_CLIP_PLANE0
+disable GL_CLIP_PLANE1
+disable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (1.0, 1.0, 1.0, 1.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 5
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-accept.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-accept.shader_test
new file mode 100644
index 00000000..6c2b56cf
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-accept.shader_test
@@ -0,0 +1,42 @@
+# From the GL 2.1 spec, section 2.17 (Clipping):
+#
+# All points with eye coordinates (x_e y_e z_e w_e)^T that satisfy
+#
+# (x_e)
+# (p_1' p_2' p_3' p_4')(y_e) >= 0
+# (z_e)
+# (w_e)
+#
+# lie in the half-space defined by the plane; points that do not
+# satisfy this condition do not lie in the half-space.
+#
+# This test checks that gl_ClipVertex works properly for the trivial
+# case where gl_ClipVertex is a constant value satisfying the above
+# inequality.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ gl_ClipVertex = vec4(1.0, 0.0, 0.0, 0.0);
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1.0);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+clip plane 0 1.0 0.0 0.0 0.0 # accept points where gl_ClipVertex.x >= 0
+enable GL_CLIP_PLANE0
+draw rect -1 -1 2 2
+probe all rgba 1.0 1.0 1.0 1.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-reject.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-reject.shader_test
new file mode 100644
index 00000000..0bb08ea0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-const-reject.shader_test
@@ -0,0 +1,42 @@
+# From the GL 2.1 spec, section 2.17 (Clipping):
+#
+# All points with eye coordinates (x_e y_e z_e w_e)^T that satisfy
+#
+# (x_e)
+# (p_1' p_2' p_3' p_4')(y_e) >= 0
+# (z_e)
+# (w_e)
+#
+# lie in the half-space defined by the plane; points that do not
+# satisfy this condition do not lie in the half-space.
+#
+# This test checks that gl_ClipVertex works properly for the trivial
+# case where gl_ClipVertex is a constant value not satisfying the
+# above inequality.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ gl_ClipVertex = vec4(-1.0, 0.0, 0.0, 0.0);
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1.0);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+clip plane 0 1.0 0.0 0.0 0.0 # accept points where gl_ClipVertex.x >= 0
+enable GL_CLIP_PLANE0
+draw rect -1 -1 2 2
+probe all rgba 0.0 0.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-different-from-position.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-different-from-position.shader_test
new file mode 100644
index 00000000..c7dae897
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-different-from-position.shader_test
@@ -0,0 +1,62 @@
+# [description]
+# Use all 6 clip planes to clip a rectangle to a hexagon shape.
+#
+# In this test, gl_Position and gl_ClipVertex are different to verify
+# that gl_Position determines screen position and gl_ClipVertex
+# determines clipping.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ // Transform gl_ClipVertex in an arbitrary way so that
+ // we can verify it is being used for clipping instead of
+ // gl_Position.
+ gl_ClipVertex = gl_Vertex * vec4(10.0, 10.0, 1.0, 1.0);
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1, 1, 1, 1);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+ortho 0 1 0 1
+clip plane 0 0 1 0 -2.5
+clip plane 1 -1 1 0 4
+clip plane 2 -1 -1 0 14
+clip plane 3 0 -1 0 7.5
+clip plane 4 1 -1 0 4
+clip plane 5 1 1 0 -6
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+enable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+draw rect 0.1 0.1 0.8 0.8
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.8) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0)
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-enables.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-enables.shader_test
new file mode 100644
index 00000000..b93d16f3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-enables.shader_test
@@ -0,0 +1,147 @@
+# This test sets up 6 clipping planes using gl_ClipVertex, which clip
+# a rectangle to a hexagon shape. Then it tests various combinations
+# of enables for the 6 clipping planes, and verifies that they all
+# create the correct shape.
+#
+# To verify that each enable works, the combinations of enables were
+# chosen such that:
+# - Every plane is enabled at least once and disbled at least once.
+# - Every plane is enabled and disabled in a different pattern.
+#
+# Note: Some implementations have bugs related to improper coordinate
+# transformations of clip planes (which are already adequately tested
+# by the clip-plane-transformation test), so to avoid those bugs
+# contaminating the results of this test, we don't do any coordinate
+# transformation in this test.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+
+ gl_ClipVertex = gl_Position;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1, 1, 1, 1);
+}
+
+[test]
+clip plane 0 0 1 0 0.5
+clip plane 1 -1 1 0 0.8
+clip plane 2 -1 -1 0 0.8
+clip plane 3 0 -1 0 0.5
+clip plane 4 1 -1 0 0.8
+clip plane 5 1 1 0 0.8
+clear color 0.0 0.0 0.0 0.0
+
+# Test with planes 0, 2, and 4 enabled.
+enable GL_CLIP_PLANE0
+disable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+disable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 5
+
+# Test with planes 0, 1, 4, and 5 enabled.
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+disable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 5
+
+# Test with planes 0, 1, 2, and 3 enabled.
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+enable GL_CLIP_PLANE3
+disable GL_CLIP_PLANE4
+disable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (0.0, 0.0, 0.0, 0.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 5
+
+# Test with planes 4 and 5 enabled.
+disable GL_CLIP_PLANE0
+disable GL_CLIP_PLANE1
+disable GL_CLIP_PLANE2
+disable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+clear
+draw rect -1 -1 2 2
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.5, 0.2) (1.0, 1.0, 1.0, 1.0) # clipped by plane 0
+relative probe rgba (0.8, 0.3) (1.0, 1.0, 1.0, 1.0) # clipped by plane 1
+relative probe rgba (0.8, 0.7) (1.0, 1.0, 1.0, 1.0) # clipped by plane 2
+relative probe rgba (0.5, 0.8) (1.0, 1.0, 1.0, 1.0) # clipped by plane 3
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0) # clipped by plane 4
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0) # clipped by plane 5
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-equal-to-position.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-equal-to-position.shader_test
new file mode 100644
index 00000000..50b4856f
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-equal-to-position.shader_test
@@ -0,0 +1,57 @@
+# [description]
+# Use all 6 clip planes to clip a rectangle to a hexagon shape.
+#
+# In this test, gl_Position and gl_ClipVertex are the same.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ gl_ClipVertex = gl_Position;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1, 1, 1, 1);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+ortho 0 1 0 1
+clip plane 0 0 1 0 0.5
+clip plane 1 -1 1 0 0.8
+clip plane 2 -1 -1 0 0.8
+clip plane 3 0 -1 0 0.5
+clip plane 4 1 -1 0 0.8
+clip plane 5 1 1 0 0.8
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+enable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+draw rect 0.1 0.1 0.8 0.8
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.8) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0)
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-homogeneity.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-homogeneity.shader_test
new file mode 100644
index 00000000..615ecf9e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/clipping/vs-clip-vertex-homogeneity.shader_test
@@ -0,0 +1,69 @@
+# This test verifies that the homogeneous coordinate of gl_ClipVertex
+# is properly respected, by doubling all the coordinates of
+# gl_ClipVertex (including the homogeneous coordinate) and verifying
+# that the clipped shape is still correct.
+#
+# In addition, this test:
+# - uses all 6 clip planes to clip a rectangle to a hexagon shape.
+# - sets gl_Position and gl_ClipVertex to different values, to verify
+# that gl_Position determines screen position and gl_ClipVertex
+# determines clipping.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+
+ // Transform gl_ClipVertex in an arbitrary way so that
+ // we can verify it is being used for clipping instead of
+ // gl_Position. The x and y coordinates are multiplied by 5,
+ // and the homogeneous coordinate is multiplied by 0.5, so the
+ // net result should be that x and y are scaled by a factor of
+ // 10.
+ gl_ClipVertex = gl_Vertex * vec4(5.0, 5.0, 1.0, 0.5);
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ gl_FragColor = vec4(1, 1, 1, 1);
+}
+
+[test]
+clear color 0.0 0.0 0.0 0.0
+clear
+ortho 0 1 0 1
+clip plane 0 0 1 0 -2.5
+clip plane 1 -1 1 0 4
+clip plane 2 -1 -1 0 14
+clip plane 3 0 -1 0 7.5
+clip plane 4 1 -1 0 4
+clip plane 5 1 1 0 -6
+enable GL_CLIP_PLANE0
+enable GL_CLIP_PLANE1
+enable GL_CLIP_PLANE2
+enable GL_CLIP_PLANE3
+enable GL_CLIP_PLANE4
+enable GL_CLIP_PLANE5
+draw rect 0.1 0.1 0.8 0.8
+
+# Test points inside each hexagon edge
+relative probe rgba (0.3, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.3) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.4) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.7, 0.6) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.5, 0.7) (1.0, 1.0, 1.0, 1.0)
+relative probe rgba (0.3, 0.6) (1.0, 1.0, 1.0, 1.0)
+
+# Test points outside each hexagon edge
+relative probe rgba (0.2, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.2) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.3) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.8, 0.7) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.5, 0.8) (0.0, 0.0, 0.0, 0.0)
+relative probe rgba (0.2, 0.7) (0.0, 0.0, 0.0, 0.0)
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-assign-varied-struct.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-assign-varied-struct.shader_test
new file mode 100644
index 00000000..f3ad3e84
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-assign-varied-struct.shader_test
@@ -0,0 +1,36 @@
+# Test initialization of an array of structures where the elements of
+# the structure do not all have the same vector size.
+
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main(void)
+{
+ gl_Position = vertex;
+}
+
+[fragment shader]
+
+void main(void)
+{
+ float x = 3.0;
+ struct s { float f; vec3 v; };
+ s a[1]=s[](s(x,vec3(x)));
+ if (a[0].f==3.0)
+ gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0); // green
+ else
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); // red
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2-ivec.shader_test
new file mode 100644
index 00000000..c6925f40
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec2 c = ivec2(2, 3);
+const ivec2 r = ivec2(4, 5);
+uniform mat2 expected = mat2(8, 12, 10, 15);
+
+void main() {
+ mat2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2.shader_test
new file mode 100644
index 00000000..a8e91542
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec2 c = vec2(2, 3);
+const vec2 r = vec2(4, 5);
+uniform mat2 expected = mat2(8, 12, 10, 15);
+
+void main() {
+ mat2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2-ivec.shader_test
new file mode 100644
index 00000000..dc392010
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec2 c = ivec2(2, 3);
+const ivec2 r = ivec2(4, 5);
+uniform mat2x2 expected = mat2x2(8, 12, 10, 15);
+
+void main() {
+ mat2x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2.shader_test
new file mode 100644
index 00000000..370c3c8b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x2.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec2 c = vec2(2, 3);
+const vec2 r = vec2(4, 5);
+uniform mat2x2 expected = mat2x2(8, 12, 10, 15);
+
+void main() {
+ mat2x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3-ivec.shader_test
new file mode 100644
index 00000000..9cb881f7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec3 c = ivec3(2, 3, 4);
+const ivec2 r = ivec2(5, 6);
+uniform mat2x3 expected = mat2x3(10, 15, 20, 12, 18, 24);
+
+void main() {
+ mat2x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3.shader_test
new file mode 100644
index 00000000..925cc8d7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x3.shader_test
@@ -0,0 +1,35 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x3fv only exists in OpenGL 2.1 or later.
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec3 c = vec3(2, 3, 4);
+const vec2 r = vec2(5, 6);
+uniform mat2x3 expected = mat2x3(10, 15, 20, 12, 18, 24);
+
+void main() {
+ mat2x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4-ivec.shader_test
new file mode 100644
index 00000000..a67c2051
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec4 c = ivec4(2, 3, 4, 5);
+const ivec2 r = ivec2(6, 7);
+uniform mat2x4 expected = mat2x4(12, 18, 24, 30, 14, 21, 28, 35);
+
+void main() {
+ mat2x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4.shader_test
new file mode 100644
index 00000000..214a1128
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat2x4.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec4 c = vec4(2, 3, 4, 5);
+const vec2 r = vec2(6, 7);
+uniform mat2x4 expected = mat2x4(12, 18, 24, 30, 14, 21, 28, 35);
+
+void main() {
+ mat2x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3-ivec.shader_test
new file mode 100644
index 00000000..d2e11a6e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec3 c = ivec3(2, 3, 4);
+const ivec3 r = ivec3(5, 6, 7);
+uniform mat3 expected = mat3(10, 15, 20, 12, 18, 24, 14, 21, 28);
+
+void main() {
+ mat3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3.shader_test
new file mode 100644
index 00000000..d5011152
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec3 c = vec3(2, 3, 4);
+const vec3 r = vec3(5, 6, 7);
+uniform mat3 expected = mat3(10, 15, 20, 12, 18, 24, 14, 21, 28);
+
+void main() {
+ mat3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2-ivec.shader_test
new file mode 100644
index 00000000..99292140
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec2 c = ivec2(2, 3);
+const ivec3 r = ivec3(4, 5, 6);
+uniform mat3x2 expected = mat3x2(8, 12, 10, 15, 12, 18);
+
+void main() {
+ mat3x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2.shader_test
new file mode 100644
index 00000000..3e1ea9eb
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x2.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec2 c = vec2(2, 3);
+const vec3 r = vec3(4, 5, 6);
+uniform mat3x2 expected = mat3x2(8, 12, 10, 15, 12, 18);
+
+void main() {
+ mat3x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3-ivec.shader_test
new file mode 100644
index 00000000..8ad24d4c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec3 c = ivec3(2, 3, 4);
+const ivec3 r = ivec3(5, 6, 7);
+uniform mat3x3 expected = mat3x3(10, 15, 20, 12, 18, 24, 14, 21, 28);
+
+void main() {
+ mat3x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3.shader_test
new file mode 100644
index 00000000..5371ac93
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x3.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec3 c = vec3(2, 3, 4);
+const vec3 r = vec3(5, 6, 7);
+uniform mat3x3 expected = mat3x3(10, 15, 20, 12, 18, 24, 14, 21, 28);
+
+void main() {
+ mat3x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4-ivec.shader_test
new file mode 100644
index 00000000..ef994660
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec4 c = ivec4(2, 3, 4, 5);
+const ivec3 r = ivec3(6, 7, 8);
+uniform mat3x4 expected = mat3x4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40);
+
+void main() {
+ mat3x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4.shader_test
new file mode 100644
index 00000000..dd0d4185
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat3x4.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec4 c = vec4(2, 3, 4, 5);
+const vec3 r = vec3(6, 7, 8);
+uniform mat3x4 expected = mat3x4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40);
+
+void main() {
+ mat3x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4-ivec.shader_test
new file mode 100644
index 00000000..441ae99a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec4 c = ivec4(2, 3, 4, 5);
+const ivec4 r = ivec4(6, 7, 8, 9);
+uniform mat4 expected = mat4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40, 18, 27, 36, 45);
+
+void main() {
+ mat4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4.shader_test
new file mode 100644
index 00000000..ac73bf6a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec4 c = vec4(2, 3, 4, 5);
+const vec4 r = vec4(6, 7, 8, 9);
+uniform mat4 expected = mat4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40, 18, 27, 36, 45);
+
+void main() {
+ mat4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2-ivec.shader_test
new file mode 100644
index 00000000..0d13ff5a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec2 c = ivec2(2, 3);
+const ivec4 r = ivec4(4, 5, 6, 7);
+uniform mat4x2 expected = mat4x2(8, 12, 10, 15, 12, 18, 14, 21);
+
+void main() {
+ mat4x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2.shader_test
new file mode 100644
index 00000000..fe76b5dc
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x2.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec2 c = vec2(2, 3);
+const vec4 r = vec4(4, 5, 6, 7);
+uniform mat4x2 expected = mat4x2(8, 12, 10, 15, 12, 18, 14, 21);
+
+void main() {
+ mat4x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3-ivec.shader_test
new file mode 100644
index 00000000..f46e29a4
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3-ivec.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec3 c = ivec3(2, 3, 4);
+const ivec4 r = ivec4(5, 6, 7, 8);
+uniform mat4x3 expected = mat4x3(10, 15, 20, 12, 18, 24, 14, 21, 28, 16, 24, 32);
+
+void main() {
+ mat4x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3.shader_test
new file mode 100644
index 00000000..168957bf
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x3.shader_test
@@ -0,0 +1,36 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec3 c = vec3(2, 3, 4);
+const vec4 r = vec4(5, 6, 7, 8);
+uniform mat4x3 expected = mat4x3(10, 15, 20, 12, 18, 24, 14, 21, 28, 16, 24, 32);
+
+void main() {
+ mat4x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4-ivec.shader_test
new file mode 100644
index 00000000..5fa7d9a3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4-ivec.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+
+const ivec4 c = ivec4(2, 3, 4, 5);
+const ivec4 r = ivec4(6, 7, 8, 9);
+uniform mat4x4 expected = mat4x4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40, 18, 27, 36, 45);
+
+void main() {
+ mat4x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4.shader_test
new file mode 100644
index 00000000..acabddc5
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-const-mat4x4.shader_test
@@ -0,0 +1,34 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+
+const vec4 c = vec4(2, 3, 4, 5);
+const vec4 r = vec4(6, 7, 8, 9);
+uniform mat4x4 expected = mat4x4(12, 18, 24, 30, 14, 21, 28, 35, 16, 24, 32, 40, 18, 27, 36, 45);
+
+void main() {
+ mat4x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2-ivec.shader_test
new file mode 100644
index 00000000..c1a8eb0c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec2 c;
+uniform ivec2 r;
+uniform mat2 expected;
+
+void main() {
+ mat2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec2 c 2 3
+uniform ivec2 r 4 5
+uniform mat2x2 expected 8 12 10 15
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec2 c 3 4
+uniform ivec2 r 5 6
+uniform mat2x2 expected 15 20 18 24
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec2 c 4 5
+uniform ivec2 r 6 7
+uniform mat2x2 expected 24 30 28 35
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec2 c 5 6
+uniform ivec2 r 7 8
+uniform mat2x2 expected 35 42 40 48
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2.shader_test
new file mode 100644
index 00000000..393d36b4
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec2 c;
+uniform vec2 r;
+uniform mat2 expected;
+
+void main() {
+ mat2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec2 c 2 3
+uniform vec2 r 4 5
+uniform mat2x2 expected 8 12 10 15
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec2 c 3 4
+uniform vec2 r 5 6
+uniform mat2x2 expected 15 20 18 24
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec2 c 4 5
+uniform vec2 r 6 7
+uniform mat2x2 expected 24 30 28 35
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec2 c 5 6
+uniform vec2 r 7 8
+uniform mat2x2 expected 35 42 40 48
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2-ivec.shader_test
new file mode 100644
index 00000000..8b2a669e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec2 c;
+uniform ivec2 r;
+uniform mat2x2 expected;
+
+void main() {
+ mat2x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec2 c 2 3
+uniform ivec2 r 4 5
+uniform mat2x2 expected 8 12 10 15
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec2 c 3 4
+uniform ivec2 r 5 6
+uniform mat2x2 expected 15 20 18 24
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec2 c 4 5
+uniform ivec2 r 6 7
+uniform mat2x2 expected 24 30 28 35
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec2 c 5 6
+uniform ivec2 r 7 8
+uniform mat2x2 expected 35 42 40 48
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2.shader_test
new file mode 100644
index 00000000..e170e5fd
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x2.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec2 c;
+uniform vec2 r;
+uniform mat2x2 expected;
+
+void main() {
+ mat2x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec2 c 2 3
+uniform vec2 r 4 5
+uniform mat2x2 expected 8 12 10 15
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec2 c 3 4
+uniform vec2 r 5 6
+uniform mat2x2 expected 15 20 18 24
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec2 c 4 5
+uniform vec2 r 6 7
+uniform mat2x2 expected 24 30 28 35
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec2 c 5 6
+uniform vec2 r 7 8
+uniform mat2x2 expected 35 42 40 48
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3-ivec.shader_test
new file mode 100644
index 00000000..f384c372
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec3 c;
+uniform ivec2 r;
+uniform mat2x3 expected;
+
+void main() {
+ mat2x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec3 c 2 3 4
+uniform ivec2 r 5 6
+uniform mat2x3 expected 10 15 20 12 18 24
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec3 c 3 4 5
+uniform ivec2 r 6 7
+uniform mat2x3 expected 18 24 30 21 28 35
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec3 c 4 5 6
+uniform ivec2 r 7 8
+uniform mat2x3 expected 28 35 42 32 40 48
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec3 c 5 6 7
+uniform ivec2 r 8 9
+uniform mat2x3 expected 40 48 56 45 54 63
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3.shader_test
new file mode 100644
index 00000000..a9c343bc
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x3.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec3 c;
+uniform vec2 r;
+uniform mat2x3 expected;
+
+void main() {
+ mat2x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec3 c 2 3 4
+uniform vec2 r 5 6
+uniform mat2x3 expected 10 15 20 12 18 24
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec3 c 3 4 5
+uniform vec2 r 6 7
+uniform mat2x3 expected 18 24 30 21 28 35
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec3 c 4 5 6
+uniform vec2 r 7 8
+uniform mat2x3 expected 28 35 42 32 40 48
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec3 c 5 6 7
+uniform vec2 r 8 9
+uniform mat2x3 expected 40 48 56 45 54 63
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4-ivec.shader_test
new file mode 100644
index 00000000..7e1c74e1
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec4 c;
+uniform ivec2 r;
+uniform mat2x4 expected;
+
+void main() {
+ mat2x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec4 c 2 3 4 5
+uniform ivec2 r 6 7
+uniform mat2x4 expected 12 18 24 30 14 21 28 35
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec4 c 3 4 5 6
+uniform ivec2 r 7 8
+uniform mat2x4 expected 21 28 35 42 24 32 40 48
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec4 c 4 5 6 7
+uniform ivec2 r 8 9
+uniform mat2x4 expected 32 40 48 56 36 45 54 63
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec4 c 5 6 7 8
+uniform ivec2 r 9 10
+uniform mat2x4 expected 45 54 63 72 50 60 70 80
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4.shader_test
new file mode 100644
index 00000000..0724371c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat2x4.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix2x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec4 c;
+uniform vec2 r;
+uniform mat2x4 expected;
+
+void main() {
+ mat2x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec4 c 2 3 4 5
+uniform vec2 r 6 7
+uniform mat2x4 expected 12 18 24 30 14 21 28 35
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec4 c 3 4 5 6
+uniform vec2 r 7 8
+uniform mat2x4 expected 21 28 35 42 24 32 40 48
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec4 c 4 5 6 7
+uniform vec2 r 8 9
+uniform mat2x4 expected 32 40 48 56 36 45 54 63
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec4 c 5 6 7 8
+uniform vec2 r 9 10
+uniform mat2x4 expected 45 54 63 72 50 60 70 80
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3-ivec.shader_test
new file mode 100644
index 00000000..88a0f665
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec3 c;
+uniform ivec3 r;
+uniform mat3 expected;
+
+void main() {
+ mat3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec3 c 2 3 4
+uniform ivec3 r 5 6 7
+uniform mat3x3 expected 10 15 20 12 18 24 14 21 28
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec3 c 3 4 5
+uniform ivec3 r 6 7 8
+uniform mat3x3 expected 18 24 30 21 28 35 24 32 40
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec3 c 4 5 6
+uniform ivec3 r 7 8 9
+uniform mat3x3 expected 28 35 42 32 40 48 36 45 54
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec3 c 5 6 7
+uniform ivec3 r 8 9 10
+uniform mat3x3 expected 40 48 56 45 54 63 50 60 70
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3.shader_test
new file mode 100644
index 00000000..250b5761
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec3 c;
+uniform vec3 r;
+uniform mat3 expected;
+
+void main() {
+ mat3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec3 c 2 3 4
+uniform vec3 r 5 6 7
+uniform mat3x3 expected 10 15 20 12 18 24 14 21 28
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec3 c 3 4 5
+uniform vec3 r 6 7 8
+uniform mat3x3 expected 18 24 30 21 28 35 24 32 40
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec3 c 4 5 6
+uniform vec3 r 7 8 9
+uniform mat3x3 expected 28 35 42 32 40 48 36 45 54
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec3 c 5 6 7
+uniform vec3 r 8 9 10
+uniform mat3x3 expected 40 48 56 45 54 63 50 60 70
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2-ivec.shader_test
new file mode 100644
index 00000000..531cc81a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec2 c;
+uniform ivec3 r;
+uniform mat3x2 expected;
+
+void main() {
+ mat3x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec2 c 2 3
+uniform ivec3 r 4 5 6
+uniform mat3x2 expected 8 12 10 15 12 18
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec2 c 3 4
+uniform ivec3 r 5 6 7
+uniform mat3x2 expected 15 20 18 24 21 28
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec2 c 4 5
+uniform ivec3 r 6 7 8
+uniform mat3x2 expected 24 30 28 35 32 40
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec2 c 5 6
+uniform ivec3 r 7 8 9
+uniform mat3x2 expected 35 42 40 48 45 54
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2.shader_test
new file mode 100644
index 00000000..56c0e9b8
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x2.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec2 c;
+uniform vec3 r;
+uniform mat3x2 expected;
+
+void main() {
+ mat3x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec2 c 2 3
+uniform vec3 r 4 5 6
+uniform mat3x2 expected 8 12 10 15 12 18
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec2 c 3 4
+uniform vec3 r 5 6 7
+uniform mat3x2 expected 15 20 18 24 21 28
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec2 c 4 5
+uniform vec3 r 6 7 8
+uniform mat3x2 expected 24 30 28 35 32 40
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec2 c 5 6
+uniform vec3 r 7 8 9
+uniform mat3x2 expected 35 42 40 48 45 54
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3-ivec.shader_test
new file mode 100644
index 00000000..940ecae7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec3 c;
+uniform ivec3 r;
+uniform mat3x3 expected;
+
+void main() {
+ mat3x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec3 c 2 3 4
+uniform ivec3 r 5 6 7
+uniform mat3x3 expected 10 15 20 12 18 24 14 21 28
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec3 c 3 4 5
+uniform ivec3 r 6 7 8
+uniform mat3x3 expected 18 24 30 21 28 35 24 32 40
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec3 c 4 5 6
+uniform ivec3 r 7 8 9
+uniform mat3x3 expected 28 35 42 32 40 48 36 45 54
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec3 c 5 6 7
+uniform ivec3 r 8 9 10
+uniform mat3x3 expected 40 48 56 45 54 63 50 60 70
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3.shader_test
new file mode 100644
index 00000000..8a9b2084
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x3.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec3 c;
+uniform vec3 r;
+uniform mat3x3 expected;
+
+void main() {
+ mat3x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec3 c 2 3 4
+uniform vec3 r 5 6 7
+uniform mat3x3 expected 10 15 20 12 18 24 14 21 28
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec3 c 3 4 5
+uniform vec3 r 6 7 8
+uniform mat3x3 expected 18 24 30 21 28 35 24 32 40
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec3 c 4 5 6
+uniform vec3 r 7 8 9
+uniform mat3x3 expected 28 35 42 32 40 48 36 45 54
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec3 c 5 6 7
+uniform vec3 r 8 9 10
+uniform mat3x3 expected 40 48 56 45 54 63 50 60 70
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4-ivec.shader_test
new file mode 100644
index 00000000..3e629dca
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec4 c;
+uniform ivec3 r;
+uniform mat3x4 expected;
+
+void main() {
+ mat3x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec4 c 2 3 4 5
+uniform ivec3 r 6 7 8
+uniform mat3x4 expected 12 18 24 30 14 21 28 35 16 24 32 40
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec4 c 3 4 5 6
+uniform ivec3 r 7 8 9
+uniform mat3x4 expected 21 28 35 42 24 32 40 48 27 36 45 54
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec4 c 4 5 6 7
+uniform ivec3 r 8 9 10
+uniform mat3x4 expected 32 40 48 56 36 45 54 63 40 50 60 70
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec4 c 5 6 7 8
+uniform ivec3 r 9 10 11
+uniform mat3x4 expected 45 54 63 72 50 60 70 80 55 66 77 88
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4.shader_test
new file mode 100644
index 00000000..a94040df
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat3x4.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix3x4fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec4 c;
+uniform vec3 r;
+uniform mat3x4 expected;
+
+void main() {
+ mat3x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec4 c 2 3 4 5
+uniform vec3 r 6 7 8
+uniform mat3x4 expected 12 18 24 30 14 21 28 35 16 24 32 40
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec4 c 3 4 5 6
+uniform vec3 r 7 8 9
+uniform mat3x4 expected 21 28 35 42 24 32 40 48 27 36 45 54
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec4 c 4 5 6 7
+uniform vec3 r 8 9 10
+uniform mat3x4 expected 32 40 48 56 36 45 54 63 40 50 60 70
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec4 c 5 6 7 8
+uniform vec3 r 9 10 11
+uniform mat3x4 expected 45 54 63 72 50 60 70 80 55 66 77 88
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4-ivec.shader_test
new file mode 100644
index 00000000..4fcc7dfc
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec4 c;
+uniform ivec4 r;
+uniform mat4 expected;
+
+void main() {
+ mat4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec4 c 2 3 4 5
+uniform ivec4 r 6 7 8 9
+uniform mat4x4 expected 12 18 24 30 14 21 28 35 16 24 32 40 18 27 36 45
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec4 c 3 4 5 6
+uniform ivec4 r 7 8 9 10
+uniform mat4x4 expected 21 28 35 42 24 32 40 48 27 36 45 54 30 40 50 60
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec4 c 4 5 6 7
+uniform ivec4 r 8 9 10 11
+uniform mat4x4 expected 32 40 48 56 36 45 54 63 40 50 60 70 44 55 66 77
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec4 c 5 6 7 8
+uniform ivec4 r 9 10 11 12
+uniform mat4x4 expected 45 54 63 72 50 60 70 80 55 66 77 88 60 72 84 96
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4.shader_test
new file mode 100644
index 00000000..1b5c7192
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec4 c;
+uniform vec4 r;
+uniform mat4 expected;
+
+void main() {
+ mat4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec4 c 2 3 4 5
+uniform vec4 r 6 7 8 9
+uniform mat4x4 expected 12 18 24 30 14 21 28 35 16 24 32 40 18 27 36 45
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec4 c 3 4 5 6
+uniform vec4 r 7 8 9 10
+uniform mat4x4 expected 21 28 35 42 24 32 40 48 27 36 45 54 30 40 50 60
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec4 c 4 5 6 7
+uniform vec4 r 8 9 10 11
+uniform mat4x4 expected 32 40 48 56 36 45 54 63 40 50 60 70 44 55 66 77
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec4 c 5 6 7 8
+uniform vec4 r 9 10 11 12
+uniform mat4x4 expected 45 54 63 72 50 60 70 80 55 66 77 88 60 72 84 96
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2-ivec.shader_test
new file mode 100644
index 00000000..b2208adc
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec2 c;
+uniform ivec4 r;
+uniform mat4x2 expected;
+
+void main() {
+ mat4x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec2 c 2 3
+uniform ivec4 r 4 5 6 7
+uniform mat4x2 expected 8 12 10 15 12 18 14 21
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec2 c 3 4
+uniform ivec4 r 5 6 7 8
+uniform mat4x2 expected 15 20 18 24 21 28 24 32
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec2 c 4 5
+uniform ivec4 r 6 7 8 9
+uniform mat4x2 expected 24 30 28 35 32 40 36 45
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec2 c 5 6
+uniform ivec4 r 7 8 9 10
+uniform mat4x2 expected 35 42 40 48 45 54 50 60
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2.shader_test
new file mode 100644
index 00000000..a7c36334
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x2.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x2fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec2 c;
+uniform vec4 r;
+uniform mat4x2 expected;
+
+void main() {
+ mat4x2 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec2 c 2 3
+uniform vec4 r 4 5 6 7
+uniform mat4x2 expected 8 12 10 15 12 18 14 21
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec2 c 3 4
+uniform vec4 r 5 6 7 8
+uniform mat4x2 expected 15 20 18 24 21 28 24 32
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec2 c 4 5
+uniform vec4 r 6 7 8 9
+uniform mat4x2 expected 24 30 28 35 32 40 36 45
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec2 c 5 6
+uniform vec4 r 7 8 9 10
+uniform mat4x2 expected 35 42 40 48 45 54 50 60
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3-ivec.shader_test
new file mode 100644
index 00000000..c479724a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3-ivec.shader_test
@@ -0,0 +1,76 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec3 c;
+uniform ivec4 r;
+uniform mat4x3 expected;
+
+void main() {
+ mat4x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec3 c 2 3 4
+uniform ivec4 r 5 6 7 8
+uniform mat4x3 expected 10 15 20 12 18 24 14 21 28 16 24 32
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec3 c 3 4 5
+uniform ivec4 r 6 7 8 9
+uniform mat4x3 expected 18 24 30 21 28 35 24 32 40 27 36 45
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec3 c 4 5 6
+uniform ivec4 r 7 8 9 10
+uniform mat4x3 expected 28 35 42 32 40 48 36 45 54 40 50 60
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec3 c 5 6 7
+uniform ivec4 r 8 9 10 11
+uniform mat4x3 expected 40 48 56 45 54 63 50 60 70 55 66 77
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3.shader_test
new file mode 100644
index 00000000..683d64d7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x3.shader_test
@@ -0,0 +1,56 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+# glUniformMatrix4x3fv only exists in OpenGL 2.1 or later.
+
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec3 c;
+uniform vec4 r;
+uniform mat4x3 expected;
+
+void main() {
+ mat4x3 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec3 c 2 3 4
+uniform vec4 r 5 6 7 8
+uniform mat4x3 expected 10 15 20 12 18 24 14 21 28 16 24 32
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec3 c 3 4 5
+uniform vec4 r 6 7 8 9
+uniform mat4x3 expected 18 24 30 21 28 35 24 32 40 27 36 45
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec3 c 4 5 6
+uniform vec4 r 7 8 9 10
+uniform mat4x3 expected 28 35 42 32 40 48 36 45 54 40 50 60
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec3 c 5 6 7
+uniform vec4 r 8 9 10 11
+uniform mat4x3 expected 40 48 56 45 54 63 50 60 70 55 66 77
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4-ivec.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4-ivec.shader_test
new file mode 100644
index 00000000..57ef99b0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4-ivec.shader_test
@@ -0,0 +1,74 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+
+uniform ivec4 c;
+uniform ivec4 r;
+uniform mat4x4 expected;
+
+void main() {
+ mat4x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform ivec4 c 2 3 4 5
+uniform ivec4 r 6 7 8 9
+uniform mat4x4 expected 12 18 24 30 14 21 28 35 16 24 32 40 18 27 36 45
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform ivec4 c 3 4 5 6
+uniform ivec4 r 7 8 9 10
+uniform mat4x4 expected 21 28 35 42 24 32 40 48 27 36 45 54 30 40 50 60
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform ivec4 c 4 5 6 7
+uniform ivec4 r 8 9 10 11
+uniform mat4x4 expected 32 40 48 56 36 45 54 63 40 50 60 70 44 55 66 77
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform ivec4 c 5 6 7 8
+uniform ivec4 r 9 10 11 12
+uniform mat4x4 expected 45 54 63 72 50 60 70 80 55 66 77 88 60 72 84 96
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4.shader_test
new file mode 100644
index 00000000..01e79c7d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/fs-outerProduct-mat4x4.shader_test
@@ -0,0 +1,54 @@
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+
+uniform vec4 c;
+uniform vec4 r;
+uniform mat4x4 expected;
+
+void main() {
+ mat4x4 result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+uniform vec4 c 2 3 4 5
+uniform vec4 r 6 7 8 9
+uniform mat4x4 expected 12 18 24 30 14 21 28 35 16 24 32 40 18 27 36 45
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+
+uniform vec4 c 3 4 5 6
+uniform vec4 r 7 8 9 10
+uniform mat4x4 expected 21 28 35 42 24 32 40 48 27 36 45 54 30 40 50 60
+draw rect 30 10 10 10
+probe rgb 35 15 0.0 1.0 0.0
+
+uniform vec4 c 4 5 6 7
+uniform vec4 r 8 9 10 11
+uniform mat4x4 expected 32 40 48 56 36 45 54 63 40 50 60 70 44 55 66 77
+draw rect 50 10 10 10
+probe rgb 55 15 0.0 1.0 0.0
+
+uniform vec4 c 5 6 7 8
+uniform vec4 r 9 10 11 12
+uniform mat4x4 expected 45 54 63 72 50 60 70 80 55 66 77 88 60 72 84 96
+draw rect 70 10 10 10
+probe rgb 75 15 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxClipPlanes.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxClipPlanes.shader_test
new file mode 100644
index 00000000..16672930
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxClipPlanes.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxClipPlanes >= 6)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxCombinedTextureImageUnits.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxCombinedTextureImageUnits.shader_test
new file mode 100644
index 00000000..a489be05
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxCombinedTextureImageUnits.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxCombinedTextureImageUnits >= 2)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxDrawBuffers.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxDrawBuffers.shader_test
new file mode 100644
index 00000000..e450a1c4
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxDrawBuffers.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxDrawBuffers >= 1)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxFragmentUniformComponents.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxFragmentUniformComponents.shader_test
new file mode 100644
index 00000000..3aefbf51
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxFragmentUniformComponents.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxFragmentUniformComponents >= 64)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxLights.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxLights.shader_test
new file mode 100644
index 00000000..3c0fea5b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxLights.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxLights >= 8)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureCoords.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureCoords.shader_test
new file mode 100644
index 00000000..4951ffd0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureCoords.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxTextureCoords >= 2)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureImageUnits.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureImageUnits.shader_test
new file mode 100644
index 00000000..e32faae1
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureImageUnits.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxTextureImageUnits >= 2)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureUnits.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureUnits.shader_test
new file mode 100644
index 00000000..52bb5f60
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxTextureUnits.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxTextureUnits >= 2)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVaryingFloats.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVaryingFloats.shader_test
new file mode 100644
index 00000000..2116faa0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVaryingFloats.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxVaryingFloats >= 32)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexAttribs.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexAttribs.shader_test
new file mode 100644
index 00000000..531fe71b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexAttribs.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxVertexAttribs >= 16)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexTextureImageUnits.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexTextureImageUnits.shader_test
new file mode 100644
index 00000000..38fa6475
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexTextureImageUnits.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxVertexTextureImageUnits >= 0)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexUniformComponents.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexUniformComponents.shader_test
new file mode 100644
index 00000000..ae3b7298
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/gl_MaxVertexUniformComponents.shader_test
@@ -0,0 +1,28 @@
+# [description]
+# Tests for GLSL 1.20 minimum maximums for the builtin constants.
+#
+# See the GLSL 1.20.8 specification, section 7.4, page 49 (page 55 of the PDF).
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void main(void)
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+void main(void)
+{
+ if (gl_MaxVertexUniformComponents >= 512)
+ gl_FragColor = vec4(0, 1, 0, 0);
+ else
+ gl_FragColor = vec4(1, 0, 0, 0);
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/maximums/maximums.out b/tests/spec/glsl-es-1.00/execution/1.20/maximums/maximums.out
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/maximums/maximums.out
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/outerProduct-const.sh b/tests/spec/glsl-es-1.00/execution/1.20/outerProduct-const.sh
new file mode 100644
index 00000000..18ba5d03
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/outerProduct-const.sh
@@ -0,0 +1,221 @@
+#!/bin/bash
+
+function emit_conversion_info
+{
+cat <<EOF
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+EOF
+}
+
+function emit_outerProduct_const_data
+{
+ c=$1
+ r=$2
+ vtype=$3
+ mtype=$4
+
+ cbase=$5
+ cvec=""
+ for i in $(seq $c); do
+ v=$(($i + $cbase))
+ if [ "x$cvec" == "x" ]; then
+ cvec="${v}"
+ else
+ cvec="${cvec}, ${v}"
+ fi
+ done
+
+ rbase=$(($cbase + $c))
+ rvec=""
+ for i in $(seq $r); do
+ v=$(($i + $rbase))
+ if [ "x$rvec" == "x" ]; then
+ rvec="${v}"
+ else
+ rvec="${rvec}, ${v}"
+ fi
+ done
+
+ expected=""
+ for i in $(seq $r); do
+ for j in $(seq $c); do
+ m=$((($i + $rbase) * ($j + $cbase)))
+ if [ "x$expected" == "x" ]; then
+ expected="${m}"
+ else
+ expected="${expected}, ${m}"
+ fi
+ done
+ done
+
+ echo
+ echo "const ${vtype}${c} c = ${vtype}${c}(${cvec});"
+ echo "const ${vtype}${r} r = ${vtype}${r}(${rvec});"
+ echo "uniform ${mtype} expected = ${mtype}(${expected});"
+
+}
+
+function emit_vs_test
+{
+ c=$1
+ r=$2
+ vtype=$3
+ mat=$4
+
+ if [ "$vtype" = "ivec" ]; then
+ name="vs-outerProduct-const-${mat}-ivec.shader_test"
+ else
+ name="vs-outerProduct-const-${mat}.shader_test"
+ fi
+
+ if [ $c -ne $r ]; then
+ GL_require="# glUniformMatrix${r}x${c}fv only exists in OpenGL 2.1 or later.
+
+"
+ else
+ GL_require=""
+ fi
+
+ cat > $name <<EOF
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+$GL_require
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+EOF
+
+ if [ "$vtype" = "ivec" ]; then
+ emit_conversion_info >> $name
+ fi
+
+ echo "" >> $name
+ emit_outerProduct_const_data $c $r $vtype $mat 1 >> $name
+
+ cat >> $name <<EOF
+varying vec4 color;
+
+void main() {
+ gl_Position = vertex;
+ gl_Position *= proj;
+ ${mat} result = outerProduct(c, r);
+ color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[fragment shader]
+
+varying vec4 color;
+void main() { gl_FragColor = color; }
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+EOF
+}
+
+function emit_fs_test
+{
+ c=$1
+ r=$2
+ vtype=$3
+ mat=$4
+
+ if [ "$vtype" = "ivec" ]; then
+ name="fs-outerProduct-const-${mat}-ivec.shader_test"
+ else
+ name="fs-outerProduct-const-${mat}.shader_test"
+ fi
+
+ if [ $c -ne $r ]; then
+ GL_require="# glUniformMatrix${r}x${c}fv only exists in OpenGL 2.1 or later.
+
+"
+ else
+ GL_require=""
+ fi
+
+ cat > $name <<EOF
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+$GL_require
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+EOF
+
+ if [ "$vtype" = "ivec" ]; then
+ emit_conversion_info >> $name
+ fi
+
+ echo "" >> $name
+ emit_outerProduct_const_data $c $r $vtype $mat 1 >> $name
+
+ cat >> $name <<EOF
+
+void main() {
+ ${mat} result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+
+draw rect 10 10 10 10
+probe rgb 15 15 0.0 1.0 0.0
+EOF
+}
+
+for c in 2 3 4; do
+ for r in 2 3 4; do
+ emit_vs_test $c $r vec "mat${r}x${c}"
+ emit_vs_test $c $r ivec "mat${r}x${c}"
+ emit_fs_test $c $r vec "mat${r}x${c}"
+ emit_fs_test $c $r ivec "mat${r}x${c}"
+ if [ $c -eq $r ]; then
+ emit_vs_test $c $r vec "mat${r}"
+ emit_vs_test $c $r ivec "mat${r}"
+ emit_fs_test $c $r vec "mat${r}"
+ emit_fs_test $c $r ivec "mat${r}"
+ fi
+ done
+done
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/outerProduct.sh b/tests/spec/glsl-es-1.00/execution/1.20/outerProduct.sh
new file mode 100644
index 00000000..98d5d98c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/outerProduct.sh
@@ -0,0 +1,217 @@
+#!/bin/bash
+
+function emit_conversion_info
+{
+cat <<EOF
+/* From page 43 (page 49 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "If an exact match is found, the other signatures are ignored, and the
+ * exact match is used. Otherwise, if no exact match is found, then the
+ * implicit conversions in Section 4.1.10 "Implicit Conversions" will be
+ * applied to the calling arguments if this can make their types match a
+ * signature."
+ *
+ * From page 20 (page 26 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "In some situations, an expression and its type will be implicitly
+ * converted to a different type. The following table shows all allowed
+ * implicit conversions:
+ *
+ * Type of expression Can be implicitly converted to
+ * int float
+ * ivec2 vec2
+ * ivec3 vec3
+ * ivec4 vec4"
+ */
+EOF
+}
+
+function emit_outerProduct_data
+{
+ c=$1
+ r=$2
+ vtype=$3
+
+ cbase=$4
+ cvec=""
+ for i in $(seq $c); do
+ v=$(($i + $cbase))
+ cvec="${cvec} ${v}"
+ done
+
+ rbase=$(($cbase + $c))
+ rvec=""
+ for i in $(seq $r); do
+ v=$(($i + $rbase))
+ rvec="${rvec} ${v}"
+ done
+
+ mat=""
+ for i in $(seq $r); do
+ for j in $(seq $c); do
+ m=$((($i + $rbase) * ($j + $cbase)))
+ mat="${mat} ${m}"
+ done
+ done
+
+ echo
+ echo "uniform ${vtype}${c} c ${cvec}"
+ echo "uniform ${vtype}${r} r ${rvec}"
+ echo "uniform mat${r}x${c} expected ${mat}"
+
+ x=$((20 * $4 - 10))
+ echo "draw rect $x 10 10 10"
+ echo "probe rgb $(($x + 5)) 15 0.0 1.0 0.0"
+}
+
+function emit_vs_test
+{
+ c=$1
+ r=$2
+ vtype=$3
+ mat=$4
+
+ if [ "$vtype" = "ivec" ]; then
+ name="vs-outerProduct-${mat}-ivec.shader_test"
+ else
+ name="vs-outerProduct-${mat}.shader_test"
+ fi
+
+ if [ $c -ne $r ]; then
+ GL_require="# glUniformMatrix${r}x${c}fv only exists in OpenGL 2.1 or later.
+
+"
+ else
+ GL_require=""
+ fi
+
+ cat > $name <<EOF
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+$GL_require
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+EOF
+
+ if [ "$vtype" = "ivec" ]; then
+ emit_conversion_info >> $name
+ fi
+
+ cat >> $name <<EOF
+
+uniform ${vtype}${c} c;
+uniform ${vtype}${r} r;
+uniform ${mat} expected;
+varying vec4 color;
+
+void main() {
+ gl_Position = vertex;
+ gl_Position *= proj;
+ ${mat} result = outerProduct(c, r);
+ color = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[fragment shader]
+
+varying vec4 color;
+void main() { gl_FragColor = color; }
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+EOF
+
+ emit_outerProduct_data $c $r $vtype 1 >> $name
+ emit_outerProduct_data $c $r $vtype 2 >> $name
+ emit_outerProduct_data $c $r $vtype 3 >> $name
+ emit_outerProduct_data $c $r $vtype 4 >> $name
+}
+
+function emit_fs_test
+{
+ c=$1
+ r=$2
+ vtype=$3
+ mat=$4
+
+ if [ "$vtype" = "ivec" ]; then
+ name="fs-outerProduct-${mat}-ivec.shader_test"
+ else
+ name="fs-outerProduct-${mat}.shader_test"
+ fi
+
+ if [ $c -ne $r ]; then
+ GL_require="# glUniformMatrix${r}x${c}fv only exists in OpenGL 2.1 or later.
+
+"
+ else
+ GL_require=""
+ fi
+
+ cat > $name <<EOF
+[require]
+GLSL >= 1.00 es
+GL >= 2.0 es
+$GL_require
+[vertex shader]
+attribute vec4 vertex;
+mat4 proj = mat4(
+ 2.0/250.0, 0.0, 0.0, -1.0,
+ 0.0, 2.0/250.0, 0.0, -1.0,
+ 0.0, 0.0, -1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+void main() { gl_Position = vertex;
+ gl_Position *= proj; }
+
+[fragment shader]
+EOF
+
+ if [ "$vtype" = "ivec" ]; then
+ emit_conversion_info >> $name
+ fi
+
+ cat >> $name <<EOF
+
+uniform ${vtype}${c} c;
+uniform ${vtype}${r} r;
+uniform ${mat} expected;
+
+void main() {
+ ${mat} result = outerProduct(c, r);
+ gl_FragColor = (result == expected) ? vec4(0, 1, 0, 1) : vec4(1, 0, 0, 1);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.0
+clear
+
+EOF
+
+ emit_outerProduct_data $c $r $vtype 1 >> $name
+ emit_outerProduct_data $c $r $vtype 2 >> $name
+ emit_outerProduct_data $c $r $vtype 3 >> $name
+ emit_outerProduct_data $c $r $vtype 4 >> $name
+}
+
+for c in 2 3 4; do
+ for r in 2 3 4; do
+ emit_vs_test $c $r vec "mat${r}x${c}"
+ emit_vs_test $c $r ivec "mat${r}x${c}"
+ emit_fs_test $c $r vec "mat${r}x${c}"
+ emit_fs_test $c $r ivec "mat${r}x${c}"
+ if [ $c -eq $r ]; then
+ emit_vs_test $c $r vec "mat${r}"
+ emit_vs_test $c $r ivec "mat${r}"
+ emit_fs_test $c $r vec "mat${r}"
+ emit_fs_test $c $r ivec "mat${r}"
+ fi
+ done
+done
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/qualifiers.out b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/qualifiers.out
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/qualifiers.out
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-int-float-to-float-float-float-return.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-int-float-to-float-float-float-return.shader_test
new file mode 100644
index 00000000..15743c53
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-int-float-to-float-float-float-return.shader_test
@@ -0,0 +1,46 @@
+# Test that implicit type conversion of out parameters works properly.
+#
+# From the GLSL 1.30 spec (which clarifies, but does not change, the
+# rules for implicit type conversion in GLSL 1.20), section 6.1
+# (Function Definitions):
+#
+# Mismatched types on output parameters (out or inout) must have a
+# conversion from the formal parameter type to the calling argument
+# type.
+#
+# This test uses a complex function signature with three out
+# parameters of various types, and a return value, to make sure the
+# outputs aren't mixed up.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+float f(out int x, out int y, out float z)
+{
+ x = 4;
+ y = 5;
+ z = 0.75;
+ return 0.5;
+}
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ float value1;
+ float value2;
+ float value3;
+ float value4 = f(value1, value2, value3);
+ gl_FrontColor = vec4(1.0/value1, 1.0/value2, value3, value4);
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.25 0.2 0.75 0.5
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float-return.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float-return.shader_test
new file mode 100644
index 00000000..cf7f2b9f
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float-return.shader_test
@@ -0,0 +1,41 @@
+# Test that implicit type conversion of out parameters works properly.
+#
+# From the GLSL 1.30 spec (which clarifies, but does not change, the
+# rules for implicit type conversion in GLSL 1.20), section 6.1
+# (Function Definitions):
+#
+# Mismatched types on output parameters (out or inout) must have a
+# conversion from the formal parameter type to the calling argument
+# type.
+#
+# This test uses a simple function returning float and taking a single
+# out parameter.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+float f(out int x)
+{
+ x = 4;
+ return 0.5;
+}
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ float value1;
+ float value2 = f(value1);
+ gl_FrontColor = vec4(1.0/value1, value2, 0.0, 0.0);
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.25 0.5 0.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float.shader_test
new file mode 100644
index 00000000..2c3a2ce7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/qualifiers/vs-out-conversion-int-to-float.shader_test
@@ -0,0 +1,40 @@
+# Test that implicit type conversion of out parameters works properly.
+#
+# From the GLSL 1.30 spec (which clarifies, but does not change, the
+# rules for implicit type conversion in GLSL 1.20), section 6.1
+# (Function Definitions):
+#
+# Mismatched types on output parameters (out or inout) must have a
+# conversion from the formal parameter type to the calling argument
+# type.
+#
+# This test uses a simple function returning void and taking a single
+# out parameter.
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+void f(out int x)
+{
+ x = 4;
+}
+
+void main()
+{
+ gl_Position = gl_Vertex;
+ float value;
+ f(value);
+ gl_FrontColor = vec4(1.0/value);
+}
+
+[fragment shader]
+void main()
+{
+ gl_FragColor = gl_Color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.25 0.25 0.25 0.25
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure-array.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure-array.shader_test
new file mode 100644
index 00000000..36f56444
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure-array.shader_test
@@ -0,0 +1,48 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+
+struct S {
+ int i;
+ float f;
+ vec4 v[2];
+};
+
+uniform S s[2] = S[2](S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
+ vec4(9, 8, 7, 6))),
+ S(7, 22.2, vec4[2](vec4(5, 6, 7, 8),
+ vec4(3, 2, 1, 0))));
+
+void main()
+{
+ vec4 color;
+
+ if (s[0].i == 9
+ && s[0].f == 33.3
+ && s[0].v[0] == vec4(1, 2, 3, 4)
+ && s[0].v[1] == vec4(9, 8, 7, 6)
+ && s[1].i == 7
+ && s[1].f == 22.2
+ && s[1].v[0] == vec4(5, 6, 7, 8)
+ && s[1].v[1] == vec4(3, 2, 1, 0)) {
+ color = vec4(0, 1, 0, 1);
+ } else {
+ color = vec4(1, 0, 0, 1);
+ }
+
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 0 1 0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure.shader_test
new file mode 100644
index 00000000..3b0c9509
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/fs-structure.shader_test
@@ -0,0 +1,44 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+
+void main()
+{
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+varying vec4 color;
+
+struct S {
+ int i;
+ float f;
+ vec4 v[2];
+};
+
+uniform S s = S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
+ vec4(9, 8, 7, 6)));
+
+void main()
+{
+ vec4 color;
+
+ if (s.i == 9
+ && s.f == 33.3
+ && s.v[0] == vec4(1, 2, 3, 4)
+ && s.v[1] == vec4(9, 8, 7, 6)) {
+ color = vec4(0, 1, 0, 1);
+ } else {
+ color = vec4(1, 0, 0, 1);
+ }
+
+
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 0 1 0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/uniform-initializer.out b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/uniform-initializer.out
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/uniform-initializer.out
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure-array.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure-array.shader_test
new file mode 100644
index 00000000..7b8bd508
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure-array.shader_test
@@ -0,0 +1,48 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+
+struct S {
+ int i;
+ float f;
+ vec4 v[2];
+};
+
+uniform S s[2] = S[2](S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
+ vec4(9, 8, 7, 6))),
+ S(7, 22.2, vec4[2](vec4(5, 6, 7, 8),
+ vec4(3, 2, 1, 0))));
+varying vec4 color;
+
+void main()
+{
+ if (s[0].i == 9
+ && s[0].f == 33.3
+ && s[0].v[0] == vec4(1, 2, 3, 4)
+ && s[0].v[1] == vec4(9, 8, 7, 6)
+ && s[1].i == 7
+ && s[1].f == 22.2
+ && s[1].v[0] == vec4(5, 6, 7, 8)
+ && s[1].v[1] == vec4(3, 2, 1, 0)) {
+ color = vec4(0, 1, 0, 1);
+ } else {
+ color = vec4(1, 0, 0, 1);
+ }
+
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 0 1 0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure.shader_test
new file mode 100644
index 00000000..f2fa32d1
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/uniform-initializer/vs-structure.shader_test
@@ -0,0 +1,42 @@
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+#version 120
+
+struct S {
+ int i;
+ float f;
+ vec4 v[2];
+};
+
+uniform S s = S(9, 33.3, vec4[2](vec4(1, 2, 3, 4),
+ vec4(9, 8, 7, 6)));
+varying vec4 color;
+
+void main()
+{
+ if (s.i == 9
+ && s.f == 33.3
+ && s.v[0] == vec4(1, 2, 3, 4)
+ && s.v[1] == vec4(9, 8, 7, 6)) {
+ color = vec4(0, 1, 0, 1);
+ } else {
+ color = vec4(1, 0, 0, 1);
+ }
+
+ gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+#version 120
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgb 0 1 0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-rd.shader_test
new file mode 100644
index 00000000..63d9533e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-rd.shader_test
@@ -0,0 +1,46 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 expect 5 6
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-rd.shader_test
new file mode 100644
index 00000000..4966e069
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-rd.shader_test
@@ -0,0 +1,60 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 5
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-wr.shader_test
new file mode 100644
index 00000000..5bc8ebf0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-row-wr.shader_test
@@ -0,0 +1,75 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 0.861223395812970 0.603473877011433 0.891622340451180
+uniform float value 0.241498998195656
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 666.0 0.603473877011433 0.891622340451180
+uniform float value 0.861223395812970
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-wr.shader_test
new file mode 100644
index 00000000..32eeaf98
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-col-wr.shader_test
@@ -0,0 +1,56 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
+uniform vec2 value 0.241498998195656 0.861223395812970
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-rd.shader_test
new file mode 100644
index 00000000..61df7269
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-rd.shader_test
@@ -0,0 +1,71 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec2 expect 1 2
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec2 expect 5 6
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec2 expect 9 10
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 11 12
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-rd.shader_test
new file mode 100644
index 00000000..568bbeb1
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-rd.shader_test
@@ -0,0 +1,109 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 5
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 9
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 10
+draw rect 85 20 10 10
+probe rgb 90 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 11
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 12
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-wr.shader_test
new file mode 100644
index 00000000..eca3415e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-row-wr.shader_test
@@ -0,0 +1,146 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 0.861223395812970 0.603473877011433 0.891622340451180
+uniform float value 0.241498998195656
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 666.0 0.603473877011433 0.891622340451180
+uniform float value 0.861223395812970
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 0.861223395812970 0.603473877011433 0.891622340451180
+uniform float value 0.241498998195656
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 666.0 0.603473877011433 0.891622340451180
+uniform float value 0.861223395812970
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 0.861223395812970 0.603473877011433 0.891622340451180
+uniform float value 0.241498998195656
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 666.0 0.603473877011433 0.891622340451180
+uniform float value 0.861223395812970
+draw rect 85 20 10 10
+probe rgb 90 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-wr.shader_test
new file mode 100644
index 00000000..df1d6437
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-col-wr.shader_test
@@ -0,0 +1,91 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
+uniform vec2 value 0.241498998195656 0.861223395812970
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
+uniform vec2 value 0.241498998195656 0.861223395812970
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
+uniform vec2 value 0.241498998195656 0.861223395812970
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-rd.shader_test
new file mode 100644
index 00000000..aba81276
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-rd.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec2 expect 11 12
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-rd.shader_test
new file mode 100644
index 00000000..9f617442
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-rd.shader_test
@@ -0,0 +1,71 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 11
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 12
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-wr.shader_test
new file mode 100644
index 00000000..d4fff20a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-row-wr.shader_test
@@ -0,0 +1,92 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-wr.shader_test
new file mode 100644
index 00000000..2ec45d99
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-index-wr.shader_test
@@ -0,0 +1,64 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-rd.shader_test
new file mode 100644
index 00000000..572ea225
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-rd.shader_test
@@ -0,0 +1,38 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-rd.shader_test
new file mode 100644
index 00000000..5219fd81
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-rd.shader_test
@@ -0,0 +1,46 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-wr.shader_test
new file mode 100644
index 00000000..a9efc766
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-row-wr.shader_test
@@ -0,0 +1,57 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-wr.shader_test
new file mode 100644
index 00000000..bdb4c0b6
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat2-wr.shader_test
@@ -0,0 +1,47 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int index;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2[3] dst_matrix = mat2x2[3](mat2x2(0.0), mat2x2(0.0), mat2x2(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-rd.shader_test
new file mode 100644
index 00000000..a07de223
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-rd.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 expect 10 11 12
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 16 17 18
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-rd.shader_test
new file mode 100644
index 00000000..d8481c34
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-rd.shader_test
@@ -0,0 +1,86 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 10
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 11
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 12
+draw rect 60 35 10 10
+probe rgb 65 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 16
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 17
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 18
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-wr.shader_test
new file mode 100644
index 00000000..104b77c3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-row-wr.shader_test
@@ -0,0 +1,116 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.493944462129466
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 666.0 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.722190133917966
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 666.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.239853948232558
+draw rect 60 35 10 10
+probe rgb 65 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 0.511303112962423 0.270815003356504
+uniform float value 0.850846377186973
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 666.0 0.270815003356504
+uniform float value 0.511303112962423
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 666.0
+uniform float value 0.270815003356504
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-wr.shader_test
new file mode 100644
index 00000000..af914683
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-col-wr.shader_test
@@ -0,0 +1,64 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 777.0 888.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.493944462129466 0.722190133917966 0.239853948232558
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 777.0 888.0
+uniform vec3 value 0.850846377186973 0.511303112962423 0.270815003356504
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-rd.shader_test
new file mode 100644
index 00000000..26f4803d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-rd.shader_test
@@ -0,0 +1,86 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec3 expect 1 2 3
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 7 8 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec3 expect 10 11 12
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 16 17 18
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec3 expect 19 20 21
+draw rect 115 5 10 10
+probe rgb 120 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 22 23 24
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 25 26 27
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-rd.shader_test
new file mode 100644
index 00000000..f4dc1658
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-rd.shader_test
@@ -0,0 +1,187 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 7
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 9
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 10
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 11
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 12
+draw rect 60 35 10 10
+probe rgb 65 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 16
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 17
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 18
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 19
+draw rect 115 5 10 10
+probe rgb 120 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 20
+draw rect 115 20 10 10
+probe rgb 120 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 21
+draw rect 115 35 10 10
+probe rgb 120 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 22
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 23
+draw rect 130 20 10 10
+probe rgb 135 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 24
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 145 20 10 10
+probe rgb 150 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 145 35 10 10
+probe rgb 150 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-wr.shader_test
new file mode 100644
index 00000000..764e46bb
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-row-wr.shader_test
@@ -0,0 +1,269 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.493944462129466
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 666.0 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.722190133917966
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
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+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
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+uniform float value 0.239853948232558
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
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+uniform float value 0.550143078409278
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
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+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
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+uniform float value 0.591962645398579
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
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+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
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+uniform float value 0.467616286531193
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+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int col 2
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+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 0.511303112962423 0.270815003356504
+uniform float value 0.850846377186973
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 666.0 0.270815003356504
+uniform float value 0.511303112962423
+draw rect 145 20 10 10
+probe rgb 150 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 666.0
+uniform float value 0.270815003356504
+draw rect 145 35 10 10
+probe rgb 150 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-wr.shader_test
new file mode 100644
index 00000000..a072a36a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-col-wr.shader_test
@@ -0,0 +1,115 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 777.0 888.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.493944462129466 0.722190133917966 0.239853948232558
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 777.0 888.0
+uniform vec3 value 0.850846377186973 0.511303112962423 0.270815003356504
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 777.0 888.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.493944462129466 0.722190133917966 0.239853948232558
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 777.0 888.0
+uniform vec3 value 0.850846377186973 0.511303112962423 0.270815003356504
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 777.0 888.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.493944462129466 0.722190133917966 0.239853948232558
+draw rect 115 5 10 10
+probe rgb 120 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 777.0 888.0
+uniform vec3 value 0.850846377186973 0.511303112962423 0.270815003356504
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-rd.shader_test
new file mode 100644
index 00000000..c3667bad
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-rd.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec3 expect 22 23 24
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-rd.shader_test
new file mode 100644
index 00000000..c2c386cf
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-rd.shader_test
@@ -0,0 +1,86 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 22
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 23
+draw rect 130 20 10 10
+probe rgb 135 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 24
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-wr.shader_test
new file mode 100644
index 00000000..ab0b7b35
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-row-wr.shader_test
@@ -0,0 +1,116 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 130 20 10 10
+probe rgb 135 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-wr.shader_test
new file mode 100644
index 00000000..2f1445f9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-index-wr.shader_test
@@ -0,0 +1,64 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-rd.shader_test
new file mode 100644
index 00000000..a32691d7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-rd.shader_test
@@ -0,0 +1,38 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-rd.shader_test
new file mode 100644
index 00000000..a9a33b72
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-rd.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-wr.shader_test
new file mode 100644
index 00000000..a79bbb6c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-row-wr.shader_test
@@ -0,0 +1,65 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-wr.shader_test
new file mode 100644
index 00000000..8b6ec754
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat3-wr.shader_test
@@ -0,0 +1,47 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int index;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3[3] dst_matrix = mat3x3[3](mat3x3(0.0), mat3x3(0.0), mat3x3(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-rd.shader_test
new file mode 100644
index 00000000..e6383c4b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-rd.shader_test
@@ -0,0 +1,56 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec4 expect 17 18 19 20
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 25 26 27 28
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 29 30 31 32
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-rd.shader_test
new file mode 100644
index 00000000..849a94da
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-rd.shader_test
@@ -0,0 +1,122 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 17
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 18
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 19
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 20
+draw rect 75 50 10 10
+probe rgb 80 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 105 20 10 10
+probe rgb 110 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 105 35 10 10
+probe rgb 110 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 28
+draw rect 105 50 10 10
+probe rgb 110 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 29
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 30
+draw rect 120 20 10 10
+probe rgb 125 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 31
+draw rect 120 35 10 10
+probe rgb 125 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 32
+draw rect 120 50 10 10
+probe rgb 125 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-wr.shader_test
new file mode 100644
index 00000000..20c6c276
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-row-wr.shader_test
@@ -0,0 +1,173 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.922040144261674
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 666.0 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.158053783109488
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 666.0 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.357016429866574
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 666.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.836368810383957
+draw rect 75 50 10 10
+probe rgb 80 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.350720358904176
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 666.0 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.912192627475775
+draw rect 105 20 10 10
+probe rgb 110 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 666.0 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.688544081259531
+draw rect 105 35 10 10
+probe rgb 110 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 666.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.913891056231967
+draw rect 105 50 10 10
+probe rgb 110 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.442058176039301
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 666.0 0.365674411003021 0.879197364462782
+uniform float value 0.829835836794679
+draw rect 120 20 10 10
+probe rgb 125 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 666.0 0.879197364462782
+uniform float value 0.365674411003021
+draw rect 120 35 10 10
+probe rgb 125 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 666.0
+uniform float value 0.879197364462782
+draw rect 120 50 10 10
+probe rgb 125 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-wr.shader_test
new file mode 100644
index 00000000..af2621e5
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-col-wr.shader_test
@@ -0,0 +1,72 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][col] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 777.0 888.0 999.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 777.0 888.0 999.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 777.0 888.0 999.0
+uniform vec4 value 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-rd.shader_test
new file mode 100644
index 00000000..11bfc83c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-rd.shader_test
@@ -0,0 +1,101 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec4 expect 1 2 3 4
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 9 10 11 12
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 13 14 15 16
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec4 expect 17 18 19 20
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 25 26 27 28
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 29 30 31 32
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec4 expect 33 34 35 36
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 37 38 39 40
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 41 42 43 44
+draw rect 175 5 10 10
+probe rgb 180 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 45 46 47 48
+draw rect 190 5 10 10
+probe rgb 195 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-rd.shader_test
new file mode 100644
index 00000000..5ae1f738
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-rd.shader_test
@@ -0,0 +1,295 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 4
+draw rect 5 50 10 10
+probe rgb 10 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 10
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 11
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 12
+draw rect 35 50 10 10
+probe rgb 40 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 13
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 50 20 10 10
+probe rgb 55 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 50 35 10 10
+probe rgb 55 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 16
+draw rect 50 50 10 10
+probe rgb 55 55 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 17
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 18
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 19
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 20
+draw rect 75 50 10 10
+probe rgb 80 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 105 20 10 10
+probe rgb 110 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 105 35 10 10
+probe rgb 110 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 28
+draw rect 105 50 10 10
+probe rgb 110 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 29
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 30
+draw rect 120 20 10 10
+probe rgb 125 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 31
+draw rect 120 35 10 10
+probe rgb 125 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 32
+draw rect 120 50 10 10
+probe rgb 125 55 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 33
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 34
+draw rect 145 20 10 10
+probe rgb 150 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 35
+draw rect 145 35 10 10
+probe rgb 150 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 36
+draw rect 145 50 10 10
+probe rgb 150 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 37
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 38
+draw rect 160 20 10 10
+probe rgb 165 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 39
+draw rect 160 35 10 10
+probe rgb 165 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 40
+draw rect 160 50 10 10
+probe rgb 165 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 41
+draw rect 175 5 10 10
+probe rgb 180 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 42
+draw rect 175 20 10 10
+probe rgb 180 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 43
+draw rect 175 35 10 10
+probe rgb 180 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 44
+draw rect 175 50 10 10
+probe rgb 180 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 45
+draw rect 190 5 10 10
+probe rgb 195 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 46
+draw rect 190 20 10 10
+probe rgb 195 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 47
+draw rect 190 35 10 10
+probe rgb 195 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 48
+draw rect 190 50 10 10
+probe rgb 195 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-wr.shader_test
new file mode 100644
index 00000000..0550579b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-row-wr.shader_test
@@ -0,0 +1,440 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
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+uniform int row 1
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+uniform int row 2
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+uniform int row 3
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+uniform int col 1
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+uniform int row 1
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+uniform int row 2
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+uniform int row 3
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diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-wr.shader_test
new file mode 100644
index 00000000..5568cd3d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-col-wr.shader_test
@@ -0,0 +1,139 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][col] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
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+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
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+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 777.0 888.0 999.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 777.0 888.0 999.0
+uniform vec4 value 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 777.0 888.0 999.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 777.0 888.0 999.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 777.0 888.0 999.0
+uniform vec4 value 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 777.0 888.0 999.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 777.0 888.0 999.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967
+draw rect 175 5 10 10
+probe rgb 180 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 777.0 888.0 999.0
+uniform vec4 value 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+draw rect 190 5 10 10
+probe rgb 195 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-rd.shader_test
new file mode 100644
index 00000000..1b9e6bb3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-rd.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec4 expect 37 38 39 40
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-rd.shader_test
new file mode 100644
index 00000000..39217b5e
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-rd.shader_test
@@ -0,0 +1,101 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 37
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 38
+draw rect 160 20 10 10
+probe rgb 165 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 39
+draw rect 160 35 10 10
+probe rgb 165 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 40
+draw rect 160 50 10 10
+probe rgb 165 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-wr.shader_test
new file mode 100644
index 00000000..ec7930e9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-row-wr.shader_test
@@ -0,0 +1,140 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 160 20 10 10
+probe rgb 165 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 160 35 10 10
+probe rgb 165 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 160 50 10 10
+probe rgb 165 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-wr.shader_test
new file mode 100644
index 00000000..ec818d3d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-index-wr.shader_test
@@ -0,0 +1,64 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[index] = src_matrix;
+ dst_matrix[index][1] = value;
+ gl_FragColor = (distance(dst_matrix[index] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-rd.shader_test
new file mode 100644
index 00000000..2c6b3a42
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-rd.shader_test
@@ -0,0 +1,38 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-rd.shader_test
new file mode 100644
index 00000000..6dc8226f
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-rd.shader_test
@@ -0,0 +1,56 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-wr.shader_test
new file mode 100644
index 00000000..d64a3c19
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-row-wr.shader_test
@@ -0,0 +1,73 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1][row] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-wr.shader_test
new file mode 100644
index 00000000..d9435d8d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-array-mat4-wr.shader_test
@@ -0,0 +1,47 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int index;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4[3] dst_matrix = mat4x4[3](mat4x4(0.0), mat4x4(0.0), mat4x4(0.0));
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ *
+ * NOTE: This test assumes that reads of arrays using non-constant
+ * indicies works correctly. If reads and writes happen to fail in an
+ * identical manner, this test may give false positives.
+ */
+ dst_matrix[1] = src_matrix;
+ dst_matrix[1][1] = value;
+ gl_FragColor = (distance(dst_matrix[1] * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-rd.shader_test
new file mode 100644
index 00000000..cb42f4fd
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-rd.shader_test
@@ -0,0 +1,43 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+
+ gl_FragColor = (m[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 expect 1 2
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-rd.shader_test
new file mode 100644
index 00000000..90342909
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-rd.shader_test
@@ -0,0 +1,57 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+
+ gl_FragColor = (m[col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-wr.shader_test
new file mode 100644
index 00000000..b9826f9c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-row-wr.shader_test
@@ -0,0 +1,70 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 0.861223395812970 0.603473877011433 0.891622340451180
+uniform float value 0.241498998195656
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 666.0 0.603473877011433 0.891622340451180
+uniform float value 0.861223395812970
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-wr.shader_test
new file mode 100644
index 00000000..07bfacdd
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-col-wr.shader_test
@@ -0,0 +1,51 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 666.0 777.0 0.603473877011433 0.891622340451180
+uniform vec2 value 0.241498998195656 0.861223395812970
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-rd.shader_test
new file mode 100644
index 00000000..972a2815
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-rd.shader_test
@@ -0,0 +1,35 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec2 expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+
+ gl_FragColor = (m[1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-rd.shader_test
new file mode 100644
index 00000000..a625dfc0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-rd.shader_test
@@ -0,0 +1,43 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+
+ gl_FragColor = (m[1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-wr.shader_test
new file mode 100644
index 00000000..ea43a75d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-row-wr.shader_test
@@ -0,0 +1,52 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat2x2 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 0.891622340451180
+uniform float value 0.603473877011433
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 0.603473877011433 666.0
+uniform float value 0.891622340451180
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-wr.shader_test
new file mode 100644
index 00000000..16ccfffa
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat2-wr.shader_test
@@ -0,0 +1,42 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat2x2 src_matrix;
+uniform vec2 v;
+uniform vec2 expect;
+uniform int col;
+uniform vec2 value;
+
+void main()
+{
+ mat2x2 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 v 0.803161418975390 0.852987140792140
+uniform vec2 expect 0.708718134966688 1.452243795483797
+uniform mat2x2 src_matrix 0.241498998195656 0.861223395812970 666.0 777.0
+uniform vec2 value 0.603473877011433 0.891622340451180
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-rd.shader_test
new file mode 100644
index 00000000..0e9c7885
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-rd.shader_test
@@ -0,0 +1,48 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+
+ gl_FragColor = (m[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 expect 1 2 3
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 7 8 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-rd.shader_test
new file mode 100644
index 00000000..f05662cc
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-rd.shader_test
@@ -0,0 +1,83 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+
+ gl_FragColor = (m[col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 7
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 9
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-wr.shader_test
new file mode 100644
index 00000000..0c6f1ad5
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-row-wr.shader_test
@@ -0,0 +1,111 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.493944462129466
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 666.0 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.722190133917966
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 666.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.239853948232558
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 0.511303112962423 0.270815003356504
+uniform float value 0.850846377186973
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 666.0 0.270815003356504
+uniform float value 0.511303112962423
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 666.0
+uniform float value 0.270815003356504
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-wr.shader_test
new file mode 100644
index 00000000..f5010632
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-col-wr.shader_test
@@ -0,0 +1,59 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 666.0 777.0 888.0 0.550143078409278 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.493944462129466 0.722190133917966 0.239853948232558
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 0.467616286531193 666.0 777.0 888.0
+uniform vec3 value 0.850846377186973 0.511303112962423 0.270815003356504
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-rd.shader_test
new file mode 100644
index 00000000..e67303c7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-rd.shader_test
@@ -0,0 +1,35 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec3 expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+
+ gl_FragColor = (m[1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-rd.shader_test
new file mode 100644
index 00000000..260e53e2
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-rd.shader_test
@@ -0,0 +1,48 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+
+ gl_FragColor = (m[1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-wr.shader_test
new file mode 100644
index 00000000..7d2a5a8c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-row-wr.shader_test
@@ -0,0 +1,60 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat3x3 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 0.591962645398579 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.550143078409278
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 666.0 0.467616286531193 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.591962645398579
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 0.550143078409278 0.591962645398579 666.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform float value 0.467616286531193
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-wr.shader_test
new file mode 100644
index 00000000..80fe56a6
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat3-wr.shader_test
@@ -0,0 +1,42 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat3x3 src_matrix;
+uniform vec3 v;
+uniform vec3 expect;
+uniform int col;
+uniform vec3 value;
+
+void main()
+{
+ mat3x3 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec3 v 0.681652305322399 0.210426138878113 0.185916924650237
+uniform vec3 expect 0.610649606928364 0.711906885823636 0.312244778977868
+uniform mat3x3 src_matrix 0.493944462129466 0.722190133917966 0.239853948232558 666.0 777.0 888.0 0.850846377186973 0.511303112962423 0.270815003356504
+uniform vec3 value 0.550143078409278 0.591962645398579 0.467616286531193
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-rd.shader_test
new file mode 100644
index 00000000..a8678072
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-rd.shader_test
@@ -0,0 +1,53 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
+
+ gl_FragColor = (m[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec4 expect 1 2 3 4
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 9 10 11 12
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 13 14 15 16
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-rd.shader_test
new file mode 100644
index 00000000..f7fb2f63
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-rd.shader_test
@@ -0,0 +1,119 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
+
+ gl_FragColor = (m[col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 4
+draw rect 5 50 10 10
+probe rgb 10 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 10
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 11
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 12
+draw rect 35 50 10 10
+probe rgb 40 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 13
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 50 20 10 10
+probe rgb 55 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 50 35 10 10
+probe rgb 55 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 16
+draw rect 50 50 10 10
+probe rgb 55 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-wr.shader_test
new file mode 100644
index 00000000..2a6ffad3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-row-wr.shader_test
@@ -0,0 +1,168 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.922040144261674
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 666.0 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.158053783109488
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 666.0 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.357016429866574
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 666.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.836368810383957
+draw rect 5 50 10 10
+probe rgb 10 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.350720358904176
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 666.0 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.912192627475775
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 666.0 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.688544081259531
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 666.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.913891056231967
+draw rect 35 50 10 10
+probe rgb 40 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.442058176039301
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 666.0 0.365674411003021 0.879197364462782
+uniform float value 0.829835836794679
+draw rect 50 20 10 10
+probe rgb 55 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 666.0 0.879197364462782
+uniform float value 0.365674411003021
+draw rect 50 35 10 10
+probe rgb 55 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 666.0
+uniform float value 0.879197364462782
+draw rect 50 50 10 10
+probe rgb 55 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-wr.shader_test
new file mode 100644
index 00000000..29a067c0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-col-wr.shader_test
@@ -0,0 +1,67 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[col] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 666.0 777.0 888.0 999.0 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 666.0 777.0 888.0 999.0 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 666.0 777.0 888.0 999.0
+uniform vec4 value 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-rd.shader_test
new file mode 100644
index 00000000..042dc594
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-rd.shader_test
@@ -0,0 +1,35 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec4 expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
+
+ gl_FragColor = (m[1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-rd.shader_test
new file mode 100644
index 00000000..c8e661a3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-rd.shader_test
@@ -0,0 +1,53 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+varying vec4 color;
+
+void main()
+{
+ mat4x4 m = mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0);
+
+ gl_FragColor = (m[1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-wr.shader_test
new file mode 100644
index 00000000..0499571d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-row-wr.shader_test
@@ -0,0 +1,68 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int row;
+uniform int col;
+uniform float value;
+
+void main()
+{
+ mat4x4 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1][row] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 0.171634921595771 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.560251913703792
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 666.0 0.602494709909111 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.171634921595771
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 666.0 0.693273570571311 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.602494709909111
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 0.560251913703792 0.171634921595771 0.602494709909111 666.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform float value 0.693273570571311
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-wr.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-wr.shader_test
new file mode 100644
index 00000000..65e77671
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-temp-mat4-wr.shader_test
@@ -0,0 +1,42 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-write.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }
+
+[fragment shader]
+uniform mat4x4 src_matrix;
+uniform vec4 v;
+uniform vec4 expect;
+uniform int col;
+uniform vec4 value;
+
+void main()
+{
+ mat4x4 dst_matrix;
+
+ /* Patch the supplied matrix with the supplied value. If the resulting
+ * matrix is correct, it will transform the input vector to the expected
+ * value. Verify that the distance between the result and the expected
+ * vector is less than epsilon.
+ */
+ dst_matrix = src_matrix;
+ dst_matrix[1] = value;
+ gl_FragColor = (distance(dst_matrix * v, expect) < 1e-6)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 v 0.0394868046587045 0.8922408276905568 0.3337495624366961 0.8732295730825839
+uniform vec4 expect 1.03935908892461 1.18846180713529 1.10078681232072 1.72434439561820
+uniform mat4x4 src_matrix 0.922040144261674 0.158053783109488 0.357016429866574 0.836368810383957 666.0 777.0 888.0 999.0 0.350720358904176 0.912192627475775 0.688544081259531 0.913891056231967 0.442058176039301 0.829835836794679 0.365674411003021 0.879197364462782
+uniform vec4 value 0.560251913703792 0.171634921595771 0.602494709909111 0.693273570571311
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-rd.shader_test
new file mode 100644
index 00000000..7fb447eb
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-rd.shader_test
@@ -0,0 +1,49 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 expect 5 6
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-row-rd.shader_test
new file mode 100644
index 00000000..8fa799d9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-col-row-rd.shader_test
@@ -0,0 +1,63 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 5
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-rd.shader_test
new file mode 100644
index 00000000..506783c7
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-rd.shader_test
@@ -0,0 +1,74 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec2 expect 1 2
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec2 expect 5 6
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec2 expect 9 10
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 11 12
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-row-rd.shader_test
new file mode 100644
index 00000000..54f32bf0
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-col-row-rd.shader_test
@@ -0,0 +1,112 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 5
+draw rect 45 5 10 10
+probe rgb 50 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 45 20 10 10
+probe rgb 50 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 9
+draw rect 85 5 10 10
+probe rgb 90 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 10
+draw rect 85 20 10 10
+probe rgb 90 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 11
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 12
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-rd.shader_test
new file mode 100644
index 00000000..497de096
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-rd.shader_test
@@ -0,0 +1,54 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec2 expect 11 12
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-row-rd.shader_test
new file mode 100644
index 00000000..4f2eae0d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-index-row-rd.shader_test
@@ -0,0 +1,74 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 11
+draw rect 100 5 10 10
+probe rgb 105 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 12
+draw rect 100 20 10 10
+probe rgb 105 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-rd.shader_test
new file mode 100644
index 00000000..b7346554
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-rd.shader_test
@@ -0,0 +1,41 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec2 expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 expect 7 8
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-row-rd.shader_test
new file mode 100644
index 00000000..b393cf1c
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat2-row-rd.shader_test
@@ -0,0 +1,49 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+uniform mat2x2[3] m = mat2x2[3](
+ mat2x2(1.0, 2.0, 3.0, 4.0),
+ mat2x2(5.0, 6.0, 7.0, 8.0),
+ mat2x2(9.0, 10.0, 11.0, 12.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 7
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-rd.shader_test
new file mode 100644
index 00000000..e8f28939
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-rd.shader_test
@@ -0,0 +1,54 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 expect 10 11 12
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 16 17 18
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-row-rd.shader_test
new file mode 100644
index 00000000..6b9a7c0b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-col-row-rd.shader_test
@@ -0,0 +1,89 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 10
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 11
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 12
+draw rect 60 35 10 10
+probe rgb 65 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 16
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 17
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 18
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-rd.shader_test
new file mode 100644
index 00000000..c45e4b1b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-rd.shader_test
@@ -0,0 +1,89 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec3 expect 1 2 3
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 7 8 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec3 expect 10 11 12
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 16 17 18
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec3 expect 19 20 21
+draw rect 115 5 10 10
+probe rgb 120 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 22 23 24
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 25 26 27
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-row-rd.shader_test
new file mode 100644
index 00000000..9022e743
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-col-row-rd.shader_test
@@ -0,0 +1,190 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 7
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 8
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 9
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 10
+draw rect 60 5 10 10
+probe rgb 65 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 11
+draw rect 60 20 10 10
+probe rgb 65 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 12
+draw rect 60 35 10 10
+probe rgb 65 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 16
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 17
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 18
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 19
+draw rect 115 5 10 10
+probe rgb 120 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 20
+draw rect 115 20 10 10
+probe rgb 120 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 21
+draw rect 115 35 10 10
+probe rgb 120 40 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 22
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 23
+draw rect 130 20 10 10
+probe rgb 135 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 24
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 145 20 10 10
+probe rgb 150 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 145 35 10 10
+probe rgb 150 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-rd.shader_test
new file mode 100644
index 00000000..c7eb6bfe
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-rd.shader_test
@@ -0,0 +1,54 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec3 expect 22 23 24
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-row-rd.shader_test
new file mode 100644
index 00000000..cfa0b462
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-index-row-rd.shader_test
@@ -0,0 +1,89 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 5
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 6
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 22
+draw rect 130 5 10 10
+probe rgb 135 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 23
+draw rect 130 20 10 10
+probe rgb 135 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 24
+draw rect 130 35 10 10
+probe rgb 135 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-rd.shader_test
new file mode 100644
index 00000000..34b0f668
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-rd.shader_test
@@ -0,0 +1,41 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec3 expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec3 expect 13 14 15
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-row-rd.shader_test
new file mode 100644
index 00000000..a2b59571
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat3-row-rd.shader_test
@@ -0,0 +1,54 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+uniform mat3x3[3] m = mat3x3[3](
+ mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0),
+ mat3x3(10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0, 17.0, 18.0),
+ mat3x3(19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 13
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-rd.shader_test
new file mode 100644
index 00000000..ab2e7da5
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-rd.shader_test
@@ -0,0 +1,59 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec4 expect 17 18 19 20
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 25 26 27 28
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 29 30 31 32
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-row-rd.shader_test
new file mode 100644
index 00000000..8949806a
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-col-row-rd.shader_test
@@ -0,0 +1,125 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 17
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 18
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 19
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 20
+draw rect 75 50 10 10
+probe rgb 80 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 105 20 10 10
+probe rgb 110 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 105 35 10 10
+probe rgb 110 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 28
+draw rect 105 50 10 10
+probe rgb 110 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 29
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 30
+draw rect 120 20 10 10
+probe rgb 125 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 31
+draw rect 120 35 10 10
+probe rgb 125 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 32
+draw rect 120 50 10 10
+probe rgb 125 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-rd.shader_test
new file mode 100644
index 00000000..f55cdb45
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-rd.shader_test
@@ -0,0 +1,104 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform vec4 expect 1 2 3 4
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 9 10 11 12
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 13 14 15 16
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform vec4 expect 17 18 19 20
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 25 26 27 28
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 29 30 31 32
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform vec4 expect 33 34 35 36
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec4 expect 37 38 39 40
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec4 expect 41 42 43 44
+draw rect 175 5 10 10
+probe rgb 180 10 0.0 1.0 0.0
+
+uniform int col 3
+uniform vec4 expect 45 46 47 48
+draw rect 190 5 10 10
+probe rgb 195 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-row-rd.shader_test
new file mode 100644
index 00000000..7a0623b9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-col-row-rd.shader_test
@@ -0,0 +1,298 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 3
+draw rect 5 35 10 10
+probe rgb 10 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 4
+draw rect 5 50 10 10
+probe rgb 10 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 10
+draw rect 35 20 10 10
+probe rgb 40 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 11
+draw rect 35 35 10 10
+probe rgb 40 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 12
+draw rect 35 50 10 10
+probe rgb 40 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 13
+draw rect 50 5 10 10
+probe rgb 55 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 14
+draw rect 50 20 10 10
+probe rgb 55 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 15
+draw rect 50 35 10 10
+probe rgb 55 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 16
+draw rect 50 50 10 10
+probe rgb 55 55 0.0 1.0 0.0
+
+uniform int index 1
+uniform int col 0
+uniform int row 0
+uniform float expect 17
+draw rect 75 5 10 10
+probe rgb 80 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 18
+draw rect 75 20 10 10
+probe rgb 80 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 19
+draw rect 75 35 10 10
+probe rgb 80 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 20
+draw rect 75 50 10 10
+probe rgb 80 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 25
+draw rect 105 5 10 10
+probe rgb 110 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 26
+draw rect 105 20 10 10
+probe rgb 110 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 27
+draw rect 105 35 10 10
+probe rgb 110 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 28
+draw rect 105 50 10 10
+probe rgb 110 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 29
+draw rect 120 5 10 10
+probe rgb 125 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 30
+draw rect 120 20 10 10
+probe rgb 125 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 31
+draw rect 120 35 10 10
+probe rgb 125 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 32
+draw rect 120 50 10 10
+probe rgb 125 55 0.0 1.0 0.0
+
+uniform int index 2
+uniform int col 0
+uniform int row 0
+uniform float expect 33
+draw rect 145 5 10 10
+probe rgb 150 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 34
+draw rect 145 20 10 10
+probe rgb 150 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 35
+draw rect 145 35 10 10
+probe rgb 150 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 36
+draw rect 145 50 10 10
+probe rgb 150 55 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 37
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 38
+draw rect 160 20 10 10
+probe rgb 165 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 39
+draw rect 160 35 10 10
+probe rgb 165 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 40
+draw rect 160 50 10 10
+probe rgb 165 55 0.0 1.0 0.0
+
+uniform int col 2
+uniform int row 0
+uniform float expect 41
+draw rect 175 5 10 10
+probe rgb 180 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 42
+draw rect 175 20 10 10
+probe rgb 180 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 43
+draw rect 175 35 10 10
+probe rgb 180 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 44
+draw rect 175 50 10 10
+probe rgb 180 55 0.0 1.0 0.0
+
+uniform int col 3
+uniform int row 0
+uniform float expect 45
+draw rect 190 5 10 10
+probe rgb 195 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 46
+draw rect 190 20 10 10
+probe rgb 195 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 47
+draw rect 190 35 10 10
+probe rgb 195 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 48
+draw rect 190 50 10 10
+probe rgb 195 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-rd.shader_test
new file mode 100644
index 00000000..07329220
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-rd.shader_test
@@ -0,0 +1,54 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform vec4 expect 5 6 7 8
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int index 1
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int index 2
+uniform vec4 expect 37 38 39 40
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-row-rd.shader_test
new file mode 100644
index 00000000..c5a21c7b
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-index-row-rd.shader_test
@@ -0,0 +1,104 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int index;
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[index][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int index 0
+uniform int row 0
+uniform float expect 5
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 6
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 7
+draw rect 20 35 10 10
+probe rgb 25 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 8
+draw rect 20 50 10 10
+probe rgb 25 55 0.0 1.0 0.0
+
+uniform int index 1
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
+
+uniform int index 2
+uniform int row 0
+uniform float expect 37
+draw rect 160 5 10 10
+probe rgb 165 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 38
+draw rect 160 20 10 10
+probe rgb 165 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 39
+draw rect 160 35 10 10
+probe rgb 165 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 40
+draw rect 160 50 10 10
+probe rgb 165 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-rd.shader_test
new file mode 100644
index 00000000..ade091db
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-rd.shader_test
@@ -0,0 +1,41 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec4 expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec4 expect 21 22 23 24
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-row-rd.shader_test
new file mode 100644
index 00000000..fadf92d3
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-array-mat4-row-rd.shader_test
@@ -0,0 +1,59 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+uniform mat4x4[3] m = mat4x4[3](
+ mat4x4(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0, 10.0, 11.0, 12.0, 13.0, 14.0, 15.0, 16.0),
+ mat4x4(17.0, 18.0, 19.0, 20.0, 21.0, 22.0, 23.0, 24.0, 25.0, 26.0, 27.0, 28.0, 29.0, 30.0, 31.0, 32.0),
+ mat4x4(33.0, 34.0, 35.0, 36.0, 37.0, 38.0, 39.0, 40.0, 41.0, 42.0, 43.0, 44.0, 45.0, 46.0, 47.0, 48.0));
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 21
+draw rect 90 5 10 10
+probe rgb 95 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 22
+draw rect 90 20 10 10
+probe rgb 95 25 0.0 1.0 0.0
+
+uniform int row 2
+uniform float expect 23
+draw rect 90 35 10 10
+probe rgb 95 40 0.0 1.0 0.0
+
+uniform int row 3
+uniform float expect 24
+draw rect 90 50 10 10
+probe rgb 95 55 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-rd.shader_test
new file mode 100644
index 00000000..e746610f
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-rd.shader_test
@@ -0,0 +1,43 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec2 expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec2 expect 1 2
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test
new file mode 100644
index 00000000..3fccb2b1
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test
@@ -0,0 +1,57 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[col][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform int row 0
+uniform float expect 1
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 2
+draw rect 5 20 10 10
+probe rgb 10 25 0.0 1.0 0.0
+
+uniform int col 1
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-rd.shader_test
new file mode 100644
index 00000000..21adf9b9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-rd.shader_test
@@ -0,0 +1,35 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform vec2 expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform vec2 expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform vec2 expect 3 4
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-row-rd.shader_test
new file mode 100644
index 00000000..f0308704
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat2-row-rd.shader_test
@@ -0,0 +1,43 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int row;
+uniform float expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int row;
+uniform float expect;
+uniform mat2x2 m = mat2x2(1.0, 2.0, 3.0, 4.0);
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[1][row] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int row 0
+uniform float expect 3
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int row 1
+uniform float expect 4
+draw rect 20 20 10 10
+probe rgb 25 25 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-rd.shader_test
new file mode 100644
index 00000000..d8cf0f9d
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-rd.shader_test
@@ -0,0 +1,48 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+varying vec4 color;
+
+void main()
+{
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
+}
+
+[fragment shader]
+uniform int col;
+uniform vec3 expect;
+uniform mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+varying vec4 color;
+
+void main()
+{
+ gl_FragColor = (m[col] == expect)
+ ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
+}
+
+[test]
+clear color 0.5 0.5 0.5 0.5
+clear
+ortho
+
+uniform int col 0
+uniform vec3 expect 1 2 3
+draw rect 5 5 10 10
+probe rgb 10 10 0.0 1.0 0.0
+
+uniform int col 1
+uniform vec3 expect 4 5 6
+draw rect 20 5 10 10
+probe rgb 25 10 0.0 1.0 0.0
+
+uniform int col 2
+uniform vec3 expect 7 8 9
+draw rect 35 5 10 10
+probe rgb 40 10 0.0 1.0 0.0
diff --git a/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-row-rd.shader_test b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-row-rd.shader_test
new file mode 100644
index 00000000..9b7bf9d9
--- /dev/null
+++ b/tests/spec/glsl-es-1.00/execution/1.20/variable-indexing/fs-uniform-mat3-col-row-rd.shader_test
@@ -0,0 +1,83 @@
+# Test generated by:
+# ../../../glsl-1.10/variable-index-read.sh 1.20
+
+[require]
+GLSL >= 1.20
+
+[vertex shader]
+uniform int col;
+uniform int row;
+uniform float expect;
+uniform mat3x3 m = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
+varying vec4 color;