---
 tests/all.py           |  15 ---
 tests/glean/tglsl1.cpp | 248 -------------------------------------------------
 2 files changed, 263 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index f9bc763..1b27a6f 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -269,21 +269,6 @@ glean_glsl_tests = ['Directly set fragment color',
                     'syntax error check (2)',
                     'syntax error check (3)',
                     'TIntermediate::addUnaryMath',
-                    'mat2x4 construct',
-                    'mat4x2 construct',
-                    'mat2x3 construct',
-                    'mat3x2 construct',
-                    'mat4x3 construct',
-                    'mat3x4 construct',
-                    'vec4 * mat3x4 multiply',
-                    'mat4x2 * vec4',
-                    'mat4x2 * mat2x4',
-                    'vec2 * mat4x2 multiply',
-                    'vec3 * mat4x3 multiply',
-                    'uniform matrix 2x4',
-                    'uniform matrix 2x4, transposed',
-                    'uniform matrix 4x3',
-                    'uniform matrix 4x3, transposed',
                     'GLSL 1.20 arrays',
                     'GLSL 1.20 array constructor 1',
                     'GLSL 1.20 array constructor 2',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index 5c96e7d..6f48066 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -1951,254 +1951,6 @@ static const ShaderProgram Programs[] = {
                FLAG_NONE
        },
 
-       // GLSL 1.20 tests 
======================================================
-       {
-               "mat2x4 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat2x4 m = mat2x4(0.1, 0.2, 0.3, 0.4, \n"
-               "                    0.5, 0.6, 0.7, 0.8); \n"
-               "   gl_FragColor = m[1]; \n"
-               "} \n",
-               { 0.5, 0.6, 0.7, 0.8 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "mat4x2 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat4x2 m = mat4x2(0.1, 0.2, \n"
-               "                    0.3, 0.4, \n"
-               "                    0.5, 0.6, \n"
-               "                    0.7, 0.8); \n"
-               "   gl_FragColor.xy = m[1]; \n"
-               "   gl_FragColor.zw = m[2]; \n"
-               "} \n",
-               { 0.3, 0.4, 0.5, 0.6 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "mat2x3 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat2x3 m = mat2x3(0.1, 0.2, 0.3, \n"
-               "                    0.4, 0.5, 0.6); \n"
-               "   gl_FragColor.xyz = m[1]; \n"
-               "   gl_FragColor.w = 1.0; \n"
-               "} \n",
-               { 0.4, 0.5, 0.6, 1.0 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "mat3x2 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat3x2 m = mat3x2(0.1, 0.2, \n"
-               "                    0.3, 0.4, \n"
-               "                    0.5, 0.6); \n"
-               "   gl_FragColor.xy = m[1]; \n"
-               "   gl_FragColor.zw = m[2]; \n"
-               "} \n",
-               { 0.3, 0.4, 0.5, 0.6 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "mat4x3 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n"
-               "                    0.4, 0.5, 0.6, \n"
-               "                    0.7, 0.8, 0.9, \n"
-               "                    1.0, 0.0, 1.0); \n"
-               "   gl_FragColor.xyz = m[1]; \n"
-               "   gl_FragColor.w = 1.0; \n"
-               "} \n",
-               { 0.4, 0.5, 0.6, 1.0 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "mat3x4 construct",
-               NO_VERTEX_SHADER,
-               "#version 120\n"
-               "void main() { \n"
-               "   mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n"
-               "                    0.5, 0.6, 0.7, 0.8, \n"
-               "                    0.9, 1.0, 0.0, 1.0);\n"
-               "   gl_FragColor = m[1]; \n"
-               "} \n",
-               { 0.5, 0.6, 0.7, 0.8 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "vec4 * mat3x4 multiply",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "void main() { \n"
-               "   vec4 v = vec4(0.2, -0.2, 0.4, 0.1); \n"
-               "   mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n"
-               "                    0.5, 0.6, 0.7, 0.8, \n"
-               "                    0.9, 1.0, 0.0, 1.0);\n"
-               "   gl_FragColor.xyz = v * m; \n"
-               "   gl_FragColor.w = 1.0; \n"
-               "} \n",
-               { 0.2 * 0.1 + -0.2 * 0.2 + 0.4 * 0.3 + 0.1 * 0.4,
-                 0.2 * 0.5 + -0.2 * 0.6 + 0.4 * 0.7 + 0.1 * 0.8,
-                 0.2 * 0.9 + -0.2 * 1.0 + 0.4 * 0.0 + 0.1 * 1.0,
-                 1.0 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "mat4x2 * vec4",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "void main() { \n"
-               "   mat4x2 m = mat4x2(0.1, 0.2, \n"
-               "                    0.3, 0.4, \n"
-               "                    0.5, 0.6, \n"
-               "                    0.7, 0.8); \n"
-               "   vec4 v = vec4(0.9, 0.8, 0.7, 0.6); \n"
-               "   gl_FragColor.xy = (m * v) * 0.5; \n"
-               "   gl_FragColor.zw = vec2(0.0); \n"
-               "} \n",
-               { (0.1 * 0.9 + 0.3 * 0.8 + 0.5 * 0.7 + 0.7 * 0.6) * 0.5,
-                 (0.2 * 0.9 + 0.4 * 0.8 + 0.6 * 0.7 + 0.8 * 0.6) * 0.5,
-                 0.0,
-                 0.0
-               },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "mat4x2 * mat2x4",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "void main() { \n"
-               "   mat4x2 m1 = mat4x2(0.1, 0.2, \n"
-               "                     0.3, 0.4, \n"
-               "                     0.5, 0.6, \n"
-               "                     0.7, 0.8); \n"
-               "   mat2x4 m2 = mat2x4(0.9, 0.8, 0.7, 0.6, \n"
-               "                     0.5, 0.4, 0.3, 0.2); \n"
-               "   mat2 m3 = m1 * m2; \n"
-               "   vec4 v4; \n"
-               "   v4.xy = m3[0]; \n"
-               "   v4.zw = m3[1]; \n"
-               "   gl_FragColor = v4 * 0.5; \n"
-               "} \n",
-               { (0.1 * 0.9 + 0.3 * 0.8 + 0.5 * 0.7 + 0.7 * 0.6) * 0.5,
-                 (0.2 * 0.9 + 0.4 * 0.8 + 0.6 * 0.7 + 0.8 * 0.6) * 0.5,
-                 (0.1 * 0.5 + 0.3 * 0.4 + 0.5 * 0.3 + 0.7 * 0.2) * 0.5,
-                 (0.2 * 0.5 + 0.4 * 0.4 + 0.6 * 0.3 + 0.8 * 0.2) * 0.5
-               },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "vec2 * mat4x2 multiply",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "void main() { \n"
-               "   vec2 v = vec2(0.2, 0.5); \n"
-               "   mat4x2 m = mat4x2(0.1, 0.2, \n"
-               "                    0.3, 0.4, \n"
-               "                    0.5, 0.6, \n"
-               "                    0.7, 0.8); \n"
-               "   gl_FragColor = v * m; \n"
-               "} \n",
-               { 0.2 * 0.1 + 0.5 * 0.2,
-                 0.2 * 0.3 + 0.5 * 0.4,
-                 0.2 * 0.5 + 0.5 * 0.6,
-                 0.2 * 0.7 + 0.5 * 0.8 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "vec3 * mat4x3 multiply",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "void main() { \n"
-               "   vec3 v = vec3(0.2, 0.5, 0.1); \n"
-               "   mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n"
-               "                    0.4, 0.5, 0.6, \n"
-               "                    0.7, 0.8, 0.9, \n"
-               "                    1.0, 0.1, 0.2); \n"
-               "   gl_FragColor = v * m; \n"
-               "} \n",
-               { 0.2 * 0.1 + 0.5 * 0.2 + 0.1 * 0.3,
-                 0.2 * 0.4 + 0.5 * 0.5 + 0.1 * 0.6,
-                 0.2 * 0.7 + 0.5 * 0.8 + 0.1 * 0.9,
-                 0.2 * 1.0 + 0.5 * 0.1 + 0.1 * 0.2 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "uniform matrix 2x4",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "uniform mat2x4 uniformMat2x4; \n"
-               "void main() { \n"
-               "   gl_FragColor = uniformMat2x4[0]; \n"
-               "} \n",
-               { 0.0, 0.1, 0.2, 0.3 },  // first column of 2x4 matrix
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "uniform matrix 2x4, transposed",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "uniform mat2x4 uniformMat2x4t; \n"
-               "void main() { \n"
-               "   gl_FragColor = uniformMat2x4t[0]; \n"
-               "} \n",
-               { 0.0, 0.2, 0.4, 0.6 },  // first row of 4x2 matrix
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "uniform matrix 4x3",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "uniform mat4x3 uniformMat4x3; \n"
-               "void main() { \n"
-               "   gl_FragColor.xyz = uniformMat4x3[1]; \n"
-               "   gl_FragColor.w = 1.0; \n"
-               "} \n",
-               { 0.3, 0.4, 0.5, 1.0 },  // second column of 4x3 matrix
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-       {
-               "uniform matrix 4x3, transposed",
-               NO_VERTEX_SHADER,
-               "#version 120 \n"
-               "uniform mat4x3 uniformMat4x3t; \n"
-               "void main() { \n"
-               "   gl_FragColor.xyz = uniformMat4x3t[1]; \n"
-               "   gl_FragColor.w = 1.0; \n"
-               "} \n",
-               { 0.1, 0.5, 0.9, 1.0 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
        // Tests for GLSL 1.20 new array features
        {
                "GLSL 1.20 arrays",
-- 
1.8.3.2

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