NVIDIA's driver fails to compile the fragment shaders with "Failed to
compile fragment shader: 0(4) : error C7533: global variable gl_FragData
is deprecated after version 120".

Use 'out fragdata' or 'out fragcolor' instead.

Tested with Mesa too.
---
 .../execution/ignore-centroid-qualifier.cpp                 |  9 ++++++---
 .../execution/interpolate-at-sample-position.cpp            | 13 ++++++++-----
 2 files changed, 14 insertions(+), 8 deletions(-)

diff --git 
a/tests/spec/arb_sample_shading/execution/ignore-centroid-qualifier.cpp 
b/tests/spec/arb_sample_shading/execution/ignore-centroid-qualifier.cpp
index c286c5c..105f837 100644
--- a/tests/spec/arb_sample_shading/execution/ignore-centroid-qualifier.cpp
+++ b/tests/spec/arb_sample_shading/execution/ignore-centroid-qualifier.cpp
@@ -147,8 +147,9 @@ piglit_init(int argc, char**argv)
                "#version 130\n"
                "#extension GL_ARB_sample_shading: require\n"
                "centroid in vec2 test;\n"
+               "out vec4 fragcolor;\n"
                "void main() {\n"
-               "       gl_FragColor = vec4(abs(test), 0, 1);\n"
+               "       fragcolor = vec4(abs(test), 0, 1);\n"
                "}\n");
 
        draw_prog_right = piglit_build_simple_program(
@@ -169,8 +170,9 @@ piglit_init(int argc, char**argv)
 
                "#version 130\n"
                "in vec2 ref;\n"
+               "out vec4 fragcolor;\n"
                "void main() {\n"
-               "       gl_FragColor = vec4(abs(ref), 0, 1);\n"
+               "       fragcolor = vec4(abs(ref), 0, 1);\n"
                "}\n");
        sample_pos_loc = glGetUniformLocation(draw_prog_right, "sample_pos");
 
@@ -185,8 +187,9 @@ piglit_init(int argc, char**argv)
                "#extension GL_ARB_texture_multisample: require\n"
                "uniform int sample_id;\n"
                "uniform sampler2DMS tex;\n"
+               "out vec4 fragcolor;\n"
                "void main() {\n"
-               "       gl_FragColor =  texelFetch(tex, 
ivec2(gl_FragCoord.xy),\n"
+               "       fragcolor =  texelFetch(tex, ivec2(gl_FragCoord.xy),\n"
                "                                  sample_id);\n"
                "}\n");
 
diff --git 
a/tests/spec/arb_sample_shading/execution/interpolate-at-sample-position.cpp 
b/tests/spec/arb_sample_shading/execution/interpolate-at-sample-position.cpp
index 6d0123b..36ede0d 100644
--- a/tests/spec/arb_sample_shading/execution/interpolate-at-sample-position.cpp
+++ b/tests/spec/arb_sample_shading/execution/interpolate-at-sample-position.cpp
@@ -162,9 +162,10 @@ piglit_init(int argc, char**argv)
                "#extension GL_ARB_sample_shading: require\n"
                "in vec2 test_center;\n"
                "centroid in vec2 test_centroid;\n"
+               "out vec4 fragdata[2];\n"
                "void main() {\n"
-               "       gl_FragData[0] = vec4(abs(test_center), 0, 1);\n"
-               "       gl_FragData[1] = vec4(abs(test_centroid), 0, 1);\n"
+               "       fragdata[0] = vec4(abs(test_center), 0, 1);\n"
+               "       fragdata[1] = vec4(abs(test_centroid), 0, 1);\n"
                "}\n");
 
        draw_prog_right = piglit_build_simple_program(
@@ -185,9 +186,10 @@ piglit_init(int argc, char**argv)
 
                "#version 130\n"
                "in vec2 ref;\n"
+               "out vec4 fragdata[2];\n"
                "void main() {\n"
-               "       gl_FragData[0] = vec4(abs(ref), 0, 1);\n"
-               "       gl_FragData[1] = vec4(abs(ref), 0, 1);\n"
+               "       fragdata[0] = vec4(abs(ref), 0, 1);\n"
+               "       fragdata[1] = vec4(abs(ref), 0, 1);\n"
                "}\n");
        sample_pos_loc = glGetUniformLocation(draw_prog_right, "sample_pos");
 
@@ -203,9 +205,10 @@ piglit_init(int argc, char**argv)
                "uniform int sample_id;\n"
                "uniform sampler2DMS tex_center;\n"
                "uniform sampler2DMS tex_centroid;\n"
+               "out vec4 fragcolor;\n"
                "void main() {\n"
                "       ivec2 coord = ivec2(gl_FragCoord.xy);\n"
-               "       gl_FragColor = coord.y < 128 ? \n"
+               "       fragcolor = coord.y < 128 ? \n"
                "               texelFetch(tex_center, coord, sample_id) :\n"
                "               texelFetch(tex_centroid, coord - ivec2(0, 128), 
sample_id);\n"
                "}\n");
-- 
1.9.1

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