# This test reproduces Mesa bugzilla #34201. [require] GLSL >= 1.10 [vertex shader] varying float f1,f2,f3,f4,f5,f6,f7,f8,f9,f10,f11,f12,f13,f14,f15,f16,f17,f18,f19,f20,f21,f22,f23,f24,f25,f26,f27,f28,f29,f30,f31,f32; void main() { f1=f2=f3=f4=f5=f6=f7=f8=f9=f10=f11=f12=f13=f14=f15=f16=f17=f18=f19=f20=f21=f22=f23=f24=f25=f26=f27=f28=f29=f30=f31=f32=0.01; gl_Position = gl_Vertex; } [fragment shader] varying float f1,f2,f3,f4,f5,f6,f7,f8,f9,f10,f11,f12,f13,f14,f15,f16,f17,f18,f19,f20,f21,f22,f23,f24,f25,f26,f27,f28,f29,f30,f31,f32; void main() { float s = f1+f2+f3+f4+f5+f6+f7+f8+f9+f10+f11+f12+f13+f14+f15+f16+f17+f18+f19+f20+f21+f22+f23+f24+f25+f26+f27+f28+f29+f30+f31+f32; gl_FragColor = vec4(s, 0, 0, 1.0); } [test] draw rect -1 -1 2 2 probe all rgba 0.32 0 0 1.0