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1// Ensure that GLSL type aliases compile without error
2#version 300
3
4float f;
5uint u;
6
7vec4 main(vec2 coords) {
8    uvec2 uv2 = uvec2(u, u);
9    uvec3 uv3 = uvec3(uv2, u);
10    uvec4 uv4 = uvec4(uv3, u);
11
12    mat2x4 m2 = mat2x4(mat2x3(mat2x2(f)));
13    mat3x4 m3 = mat3x4(mat3x3(mat3x2(f)));
14    mat4x4 m4 = mat4x4(mat4x3(mat4x2(f)));
15
16    return vec4(uv4) * m2[0] * m3[0] * m4[0];
17}
18