4 layout(location = 4) in float c1D;
5 layout(location = 5) in vec2 c2D;
6 layout(location = 6) in vec3 c3D;
7 layout(location = 7) in smooth vec4 c4D;
9 layout(location = 1) flat in int ic1D;
10 layout(location = 2) flat in ivec3 ic3D;
11 layout(location = 3) flat in ivec4 ic4D;
13 const ivec2 ic2D = ivec2(2, 3);
25 layout(location = 8) in S2 s2;
27 layout(location = 0) out vec3 sc;
28 layout(location = 1) out float sf;
32 float f = gl_FragCoord.y;
39 cosh(c1D) * tanh(c2D);
40 asinh(c4D) + acosh(c4D);
46 float p = pow(3.2, 4.6);
48 p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
49 p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13
50 vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39)
51 c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3)
52 c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3)
53 vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3)
54 c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3)
55 c2 += refract(vec2(1,3), vec2(0,1), 3.0);
56 c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0)
57 mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)