2 #extension GL_ARB_gpu_shader5 : require
7 vec4 f(in vec4 a, in vec4 b){ return a * b;} // choice 1
8 vec4 f(in uvec4 a, in uvec4 b){ return vec4(a - b);} // choice 2
12 result = f(u1, u2); // should match choice 2. which have less implicit conversion.
15 case 0: gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); break;
16 case 1: gl_Position = vec4( 1.0, 1.0, 0.0, 1.0); break;
17 case 2: gl_Position = vec4(-1.0,-1.0, 0.0, 1.0); break;
18 case 3: gl_Position = vec4( 1.0,-1.0, 0.0, 1.0); break;