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1// Ensure that GLSL type aliases compile without error
2uniform float f;
3uniform int i;
4uniform bool b;
5
6vec4 main(vec2 coords) {
7    vec4  fv =  vec4( vec3( vec2(f), f), f);
8    ivec4 iv = ivec4(ivec3(ivec2(i), i), i);
9    bvec4 bv = bvec4(bvec3(bvec2(b), b), b);
10
11    mat4 m = mat4(mat3(mat2(f)));
12
13    return fv;
14}
15