Add couple of more GLSL ES 3.00 uint literal tests

Certain shader compiler had an issue where it treated "0u" as a signed
integer literal. This change adds targeted tests to catch that.

Change-Id: I18ba2906eca52c55f5cb4f30b55a4b2b498a1f6a
diff --git a/data/gles3/shaders/constants.test b/data/gles3/shaders/constants.test
index 93e71b7..d8752a1 100644
--- a/data/gles3/shaders/constants.test
+++ b/data/gles3/shaders/constants.test
@@ -874,6 +874,38 @@
 	""
 end
 
+case uint_decimal_2
+	version 300 es
+	values { output uint out0 = 0; }
+	both ""
+		#version 300 es
+		${DECLARATIONS}
+		void main ()
+		{
+			${SETUP}
+			uint value = 0u;
+			out0 = value;
+			${OUTPUT}
+		}
+	""
+end
+
+case uint_decimal_3
+	version 300 es
+	values { output uint out0 = 0; }
+	both ""
+		#version 300 es
+		${DECLARATIONS}
+		void main ()
+		{
+			${SETUP}
+			uint value = 0U;
+			out0 = value;
+			${OUTPUT}
+		}
+	""
+end
+
 case uint_octal_0
 	version 300 es
 	values { output uint out0 = 15; }
@@ -952,6 +984,20 @@
 	""
 end
 
+case int_from_uint_2
+	expect compile_fail
+	version 300 es
+	both ""
+		#version 300 es
+		${DECLARATIONS}
+		void main ()
+		{
+			int value = 0u;
+			${POSITION_FRAG_COLOR} = vec4(0.0);
+		}
+	""
+end
+
 case uint_from_int
 	expect compile_fail
 	version 300 es
@@ -966,6 +1012,20 @@
 	""
 end
 
+case uint_from_int_2
+	expect compile_fail
+	version 300 es
+	both ""
+		#version 300 es
+		${DECLARATIONS}
+		void main ()
+		{
+			uint value = 0;
+			${POSITION_FRAG_COLOR} = vec4(0.0);
+		}
+	""
+end
+
 case int_from_float
 	expect compile_fail
 	version 300 es