{ "matrices-and-return-in-loop.amber", "matrices-and-return-in-loop", "A fragment shader with matrices and a return in a loop" },
{ "max-mix-conditional-discard.amber", "max-mix-conditional-discard", "A fragment shader with an expression used in two discard guards" },
{ "mix-floor-add.amber", "mix-floor-add", "A fragment shader with mix, uintBitsToFloat, and floor" },
+{ "modf-gl-color.amber", "modf-gl-color", "A fragment shader with modf of gl color" },
{ "nested-for-loops-with-return.amber", "nested-for-loops-with-return", "A fragment shader with two nested for loops with return" },
{ "nested-ifs-and-return-in-for-loop.amber", "nested-ifs-and-return-in-for-loop", "A fragment shader with return in nest of ifs, inside loop" },
{ "nested-loops-switch.amber", "nested-loops-switch", "A fragment shader with nested loops and a switch" },
--- /dev/null
+#!amber
+
+# Copyright 2019 Google LLC
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+# http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+
+# A test for a bug found by GraphicsFuzz.
+
+# Short description: A fragment shader with modf of gl color
+
+# The test passes because the shader writes the color red.
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# precision highp int;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# modf(vec4(1.0, 0.0, 0.0, 1.0), _GLF_color);
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 14
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %12
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %12 "_GLF_color"
+ OpDecorate %12 Location 0
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 4
+ %8 = OpConstant %6 1
+ %9 = OpConstant %6 0
+ %10 = OpConstantComposite %7 %8 %9 %9 %8
+ %11 = OpTypePointer Output %7
+ %12 = OpVariable %11 Output
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %13 = OpExtInst %7 %1 Modf %10 %12
+ OpReturn
+ OpFunctionEnd
+END
+
+# uniforms for variant
+
+
+BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
+
+PIPELINE graphics variant_pipeline
+ ATTACH variant_vertex_shader
+ ATTACH variant_fragment_shader
+ FRAMEBUFFER_SIZE 256 256
+ BIND BUFFER variant_framebuffer AS color LOCATION 0
+END
+CLEAR_COLOR variant_pipeline 0 0 0 255
+
+CLEAR variant_pipeline
+RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
+
+EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255