In order to emit a color for each vertex, we need to move fs_color
inside the loop because EmitVertex() will invalidate all previous
output writes, and there is an interpolated varying in the fragment
shader.

Signed-off-by: Samuel Pitoiset <samuel.pitoi...@gmail.com>
---
 generated_tests/templates/gen_conversion_fp64/shader.geom.mako | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/generated_tests/templates/gen_conversion_fp64/shader.geom.mako 
b/generated_tests/templates/gen_conversion_fp64/shader.geom.mako
index bf64065..4e19579 100644
--- a/generated_tests/templates/gen_conversion_fp64/shader.geom.mako
+++ b/generated_tests/templates/gen_conversion_fp64/shader.geom.mako
@@ -16,9 +16,9 @@ void main()
 {
        ${to_type} converted = ${converted_from};
        bool match = converted == to;
-       fs_color = match ? GREEN : RED;
 
        for (int i = 0; i < 3; i++) {
+               fs_color = match ? GREEN : RED;
                gl_Position = vertex_to_gs[i];
                EmitVertex();
        }
-- 
2.8.3

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