--- /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 reduced by GraphicsFuzz.
+
+# Short description: A fragment shader that uses a temporary struct variable
+
+# The test passes because the fragment shader is provided with a red vec4
+# as input, and copies this through to the output (via a struct)
+
+# The following GLSL, produced by SPIRV-Cross (and then manually edited for
+# readability) shows what the shader does.
+
+# Fragment shader GLSL:
+# #version 310 es
+# precision mediump float;
+# precision highp int;
+#
+# struct S
+# {
+# highp vec4 v;
+# };
+#
+# layout(binding = 0, std140) uniform somename
+# {
+# highp vec4 v;
+# } buf;
+#
+# layout(location = 0) out highp vec4 color;
+#
+# S undef;
+#
+# void main()
+# {
+# S temp = undef;
+# temp.v = buf.v;
+# color = temp.v;
+# }
+
+SHADER vertex gfz_vert PASSTHROUGH
+
+SHADER fragment gfz_frag SPIRV-ASM
+; SPIR-V
+; Version: 1.3
+; Generator: Khronos SPIR-V Tools Assembler; 0
+; Bound: 22
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpDecorate %9 Location 0
+ OpMemberDecorate %10 0 Offset 0
+ OpDecorate %10 Block
+ OpDecorate %12 DescriptorSet 0
+ OpDecorate %12 Binding 0
+ OpDecorate %21 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 4
+ %8 = OpTypePointer Output %7
+ %9 = OpVariable %8 Output
+ %10 = OpTypeStruct %7
+ %11 = OpTypePointer Uniform %10
+ %12 = OpVariable %11 Uniform
+ %13 = OpTypeInt 32 1
+ %14 = OpConstant %13 0
+ %15 = OpTypePointer Uniform %7
+ %18 = OpTypeStruct %7
+ %19 = OpUndef %18
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %16 = OpAccessChain %15 %12 %14
+ %17 = OpLoad %7 %16
+ %20 = OpCompositeInsert %18 %17 %19 0
+ %21 = OpCompositeExtract %7 %20 0
+ OpStore %9 %21
+ OpReturn
+ OpFunctionEnd
+END
+
+BUFFER framebuffer FORMAT B8G8R8A8_UNORM
+
+# f
+BUFFER f DATA_TYPE vec4<float> DATA
+ 1.0 0.0 0.0 1.0
+END
+
+PIPELINE graphics gfz_pipeline
+ ATTACH gfz_vert
+ ATTACH gfz_frag
+ FRAMEBUFFER_SIZE 256 256
+ BIND BUFFER framebuffer AS color LOCATION 0
+BIND BUFFER f AS uniform DESCRIPTOR_SET 0 BINDING 0
+END
+
+CLEAR_COLOR gfz_pipeline 0 0 0 255
+CLEAR gfz_pipeline
+RUN gfz_pipeline DRAW_RECT POS 0 0 SIZE 256 256
+
+EXPECT framebuffer IDX 0 0 SIZE 256 256 EQ_RGB 255 0 0
{ "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" },
{ "pow-vec4.amber", "pow-vec4", "A fragment shader that uses pow" },
{ "return-in-loop-in-function.amber", "return-in-loop-in-function", "A fragment shader with early return from loop in function" },
+ { "struct-used-as-temporary.amber", "struct-used-as-temporary", "A fragment shader that uses a temporary struct variable" },
{ "swizzle-struct-init-min.amber", "swizzle-struct-init-min", "A fragment shader that uses vector swizzles, struct initializers, and min" },
{ "unreachable-loops-in-switch.amber", "unreachable-loops-in-switch", "A fragment shader with unreachable loops in a switch" },
{ "while-inside-switch.amber", "while-inside-switch", "A fragment shader that uses a while loop inside a switch" },