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