---
 tests/all.py           |  12 ----
 tests/glean/tglsl1.cpp | 169 -------------------------------------------------
 2 files changed, 181 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index a80ce62..1d869e2 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -165,20 +165,8 @@ glean_glsl_tests = ['Directly set fragment color',
                     'Swizzled swizzle',
                     'Swizzled swizzled swizzle',
                     'gl_FragDepth writing',
-                    'Addition',
-                    'vec4, scalar arithmetic',
-                    'Negation',
-                    'Negation2',
                     'chained assignment',
-                    'integer, float arithmetic',
-                    'unary negation',
-                    'integer division',
-                    'integer division with uniform var',
                     'assignment operators',
-                    'post increment (x++)',
-                    'pre increment (++x)',
-                    'post decrement (x--)',
-                    'pre decrement (--x)',
                     'cross() function, in-place',
                     'precision exp2',
                     'precision log2',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index ba10bf5..f3ac451 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -407,62 +407,6 @@ static const ShaderProgram Programs[] = {
 
        // Basic arithmetic ===================================================
        {
-               "Addition",
-               NO_VERTEX_SHADER,
-               "void main() { \n"
-               "   vec4 a = vec4(0.5,  0.25, 0.0, 0.0); \n"
-               "   vec4 b = vec4(0.25, 0.0,  0.2, 0.0); \n"
-               "   gl_FragColor = a + b; \n"
-               "} \n",
-               { 0.75, 0.25, 0.2, 0.0 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "vec4, scalar arithmetic",
-               NO_VERTEX_SHADER,
-               "void main() { \n"
-               "   vec4 a = vec4(0.5,  0.25, 0.2, 0.0); \n"
-               "   vec4 b = vec4(0.25, 0.0,  0.0, 0.0); \n"
-               "   gl_FragColor = a * 2.0 - b; \n"
-               "} \n",
-               { 0.75, 0.50, 0.4, 0.0 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "Negation",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   vec4 a = vec4(0.5,  0.25, 0.0, 0.0); \n"
-               "   vec4 b = uniform1; \n"
-                "   vec4 na = -a; \n"
-                "   vec4 nb = -b; \n"
-                "   vec4 x = na + nb; \n"
-               "   gl_FragColor = -x; \n"
-               "} \n",
-               { 1.0, 0.5, 0.75, 0.0 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "Negation2",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   vec4 a = -uniform1; \n"
-               "   gl_FragColor = -a; \n"
-               "} \n",
-               UNIFORM1,
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
                "chained assignment",
                NO_VERTEX_SHADER,
                "void main() { \n"
@@ -476,63 +420,6 @@ static const ShaderProgram Programs[] = {
        },
 
        {
-               "integer, float arithmetic",
-               NO_VERTEX_SHADER,
-                "#version 120 \n"
-               "void main() { \n"
-               "   int k = 100; \n"
-               "   gl_FragColor.x = k * 0.01; \n"
-               "   gl_FragColor.y = k * 0.005; \n"
-               "   gl_FragColor.z = k * 0.0025; \n"
-               "   gl_FragColor.w = k * 0.0; \n"
-               "} \n",
-               { 1.0, 0.5, 0.25, 0.0 },
-               DONT_CARE_Z,
-               FLAG_VERSION_1_20
-       },
-
-       {
-               "unary negation",
-               NO_VERTEX_SHADER,
-               "void main() { \n"
-               "   vec4 v = vec4(-1.0, -0.5, 0.5, -0.25); \n"
-               "   gl_FragColor = -v; \n"
-               "} \n",
-               { 1.0, 0.5, 0.0, 0.25 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "integer division",
-               NO_VERTEX_SHADER,
-               "void main() { \n"
-               "   int i = 15, j = 6; \n"
-               "   int k = i / j; \n"
-               "   gl_FragColor = vec4(float(k) * 0.1); \n"
-               "} \n",
-               { 0.2, 0.2, 0.2, 0.2 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "integer division with uniform var",
-               NO_VERTEX_SHADER,
-               "// as above, but prevent compile-time evaluation \n"
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   int i = int(15.0 * uniform1.x); \n"
-               "   int j = 6; \n"
-               "   int k = i / j; \n"
-               "   gl_FragColor = vec4(float(k) * 0.1); \n"
-               "} \n",
-               { 0.2, 0.2, 0.2, 0.2 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
                "assignment operators",
                NO_VERTEX_SHADER,
                "void main() { \n"
@@ -546,62 +433,6 @@ static const ShaderProgram Programs[] = {
                FLAG_NONE
        },
 
-       {
-               "post increment (x++)",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   float x = uniform1.y; // should be 0.25 \n"
-               "   float y = x++; // y should be 0.25 \n"
-               "   gl_FragColor = vec4(y); \n"
-               "} \n",
-               { 0.25, 0.25, 0.25, 0.25 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "pre increment (++x)",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   float x = uniform1.y; // should be 0.25 \n"
-               "   float y = ++x; // y should be 1.25 \n"
-               "   gl_FragColor = vec4(y); \n"
-               "} \n",
-               { 1.0, 1.0, 1.0, 1.0 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "post decrement (x--)",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   float x = uniform1.y; // should be 0.25 \n"
-               "   float y = x--; // y should be 0.25 \n"
-               "   gl_FragColor = vec4(y); \n"
-               "} \n",
-               { 0.25, 0.25, 0.25, 0.25 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
-       {
-               "pre decrement (--x)",
-               NO_VERTEX_SHADER,
-               "uniform vec4 uniform1; \n"
-               "void main() { \n"
-               "   float x = uniform1.y; // should be 0.25 \n"
-               "   float y = --x; // y should be -0.75 \n"
-               "   gl_FragColor = vec4(-y); // negate \n"
-               "} \n",
-               { 0.75, 0.75, 0.75, 0.75 },
-               DONT_CARE_Z,
-               FLAG_NONE
-       },
-
        // built-in functions ================================================
        {
                // This is a Mesa regression test (bump.c)
-- 
1.8.3.2

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