--- /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 that uses an uninitialized variable
+
+# The test passes because the shader always writes the color red.
+# The update to _GLF_color.x has no effect on visible pixels.
+
+SHADER vertex variant_vertex_shader PASSTHROUGH
+
+# variant_fragment_shader is derived from the following GLSL:
+# #version 310 es
+# precision highp float;
+#
+# layout(location = 0) out vec4 _GLF_color;
+#
+# void main()
+# {
+# _GLF_color = vec4(1.0, 0.0, 0.0, 1.0);
+#
+# uint foo;
+#
+# // For visible pixels, this is equivalent to: _GLF_color.x = _GLF_color.x;
+# _GLF_color.x = gl_FragCoord.x > -1.0 ? _GLF_color.x : float(178493u + (--foo));
+# }
+SHADER fragment variant_fragment_shader SPIRV-ASM
+; SPIR-V
+; Version: 1.0
+; Generator: Khronos Glslang Reference Front End; 7
+; Bound: 42
+; Schema: 0
+ OpCapability Shader
+ %1 = OpExtInstImport "GLSL.std.450"
+ OpMemoryModel Logical GLSL450
+ OpEntryPoint Fragment %4 "main" %9 %14
+ OpExecutionMode %4 OriginUpperLeft
+ OpSource ESSL 310
+ OpName %4 "main"
+ OpName %9 "_GLF_color"
+ OpName %14 "gl_FragCoord"
+ OpName %33 "foo"
+ OpDecorate %9 Location 0
+ OpDecorate %14 BuiltIn FragCoord
+ OpDecorate %33 RelaxedPrecision
+ OpDecorate %34 RelaxedPrecision
+ OpDecorate %37 RelaxedPrecision
+ OpDecorate %38 RelaxedPrecision
+ %2 = OpTypeVoid
+ %3 = OpTypeFunction %2
+ %6 = OpTypeFloat 32
+ %7 = OpTypeVector %6 4
+ %8 = OpTypePointer Output %7
+ %9 = OpVariable %8 Output
+ %10 = OpConstant %6 1
+ %11 = OpConstant %6 0
+ %12 = OpConstantComposite %7 %10 %11 %11 %10
+ %13 = OpTypePointer Input %7
+ %14 = OpVariable %13 Input
+ %15 = OpTypeInt 32 0
+ %16 = OpConstant %15 0
+ %17 = OpTypePointer Input %6
+ %20 = OpConstant %6 -1
+ %21 = OpTypeBool
+ %23 = OpTypePointer Function %6
+ %27 = OpTypePointer Output %6
+ %31 = OpConstant %15 178493
+ %32 = OpTypePointer Function %15
+ %35 = OpTypeInt 32 1
+ %36 = OpConstant %35 1
+ %4 = OpFunction %2 None %3
+ %5 = OpLabel
+ %24 = OpVariable %23 Function
+ %33 = OpVariable %32 Function
+ OpStore %9 %12
+ %18 = OpAccessChain %17 %14 %16
+ %19 = OpLoad %6 %18
+ %22 = OpFOrdGreaterThan %21 %19 %20
+ OpSelectionMerge %26 None
+ OpBranchConditional %22 %25 %30
+ %25 = OpLabel
+ %28 = OpAccessChain %27 %9 %16
+ %29 = OpLoad %6 %28
+ OpStore %24 %29
+ OpBranch %26
+ %30 = OpLabel
+ %34 = OpLoad %15 %33
+ %37 = OpISub %15 %34 %36
+ OpStore %33 %37
+ %38 = OpIAdd %15 %31 %37
+ %39 = OpConvertUToF %6 %38
+ OpStore %24 %39
+ OpBranch %26
+ %26 = OpLabel
+ %40 = OpLoad %6 %24
+ %41 = OpAccessChain %27 %9 %16
+ OpStore %41 %40
+ 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
{ "two-loops-with-break.amber", "two-loops-with-break", "A fragment shader with two loops with breaks" },
{ "two-nested-do-whiles.amber", "two-nested-do-whiles", "A fragment shader with nested do while" },
{ "two-nested-infinite-loops-discard.amber", "two-nested-infinite-loops-discard", "A fragment shader with an always false if function" },
+ { "uninitialized-var-decrement-and-add.amber", "uninitialized-var-decrement-and-add", "A fragment shader that uses an uninitialized variable" },
{ "unreachable-barrier-in-loops.amber", "unreachable-barrier-in-loops", "A compute shader with an unreachable barrier in a loop nest" },
{ "unreachable-continue-statement.amber", "unreachable-continue-statement", "A fragment shader with unreachable continue statement" },
{ "unreachable-discard-statement.amber", "unreachable-discard-statement", "A fragment shader with unreachable discard statement" },