http://bugs.freedesktop.org/show_bug.cgi?id=17218

           Summary: Shader Compiler Can't Handle Varibale Index of Array
           Product: Mesa
           Version: 7.1
          Platform: All
        OS/Version: All
            Status: NEW
          Severity: normal
          Priority: medium
         Component: Mesa core
        AssignedTo: [email protected]
        ReportedBy: [EMAIL PROTECTED]


Compile this shader failed:

uniform vec4 VC[1003];                                 
 uniform ivec4 VI16];                                                           
 uniform bool VB16];                                                            
 uniform vec4 osFixup;                                                          
 ivec4 A0;                                                                      
 vec4 R0;                                                                       
 vec4 R1;                                                                       
 vec4 R2;                                                                       
 attribute vec4 attrib0;                                                        
 attribute vec4 attrib1;                                                        
 attribute vec4 attrib2;                                                        
 vec4 tmp0;                                                                     
 vec4 tmp1;                                                                     
 void main() {                                                                  
 R0.xy = (attrib1.xy * VC[196].xx);                                             
 A0.xy = (ivec2(floor(abs(R0.xy) + vec2(0.5)) * sign(R0.xy)));                  
 R0.xyzw = (attrib2.yyyy * VC[A0.y].xyzw);                                      
 R0.xyzw = ((VC[A0.x].xyzw * attrib2.xxxx) + R0.xyzw);                          
 R0.x = (dot(attrib0.xyzw, R0.xyzw));                                           
 R1.xyzw = (attrib2.yyyy * VC[A0.y + 1].xyzw);                                  
 R2.xyzw = ((VC[A0.x + 1].xyzw * attrib2.xxxx) + R1.xyzw);                      
 R1.xyzw = (attrib2.yyyy * VC[A0.y + 2].xyzw);                                  
 R0.y = (dot(attrib0.xyzw, R2.xyzw));                                           
 R1.xyzw = ((VC[A0.x + 2].xyzw * attrib2.xxxx) + R1.xyzw);                      
 R0.z = (dot(attrib0.xyzw, R1.xyzw));                                           
 R0.w = (attrib0.w);                                                            
 gl_Position.x = (dot(R0.xyzw, VC[192].xyzw));                                  
 gl_Position.y = (dot(R0.xyzw, VC[193].xyzw));                                  
 gl_Position.z = (dot(R0.xyzw, VC[194].xyzw));                                  
 gl_Position.w = (dot(R0.xyzw, VC[195].xyzw));                                  
gl_FogFragCoord = gl_Position.z;
gl_Position.y = gl_Position.y * posFixup.y;
gl_Position.xy += posFixup.zw * gl_Position.ww;
gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
}


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