#version 310 es precision lowp float; layout(location = 4) in float c1D; layout(location = 5) in vec2 c2D; layout(location = 6) in vec3 c3D; layout(location = 7) in smooth vec4 c4D; layout(location = 1) flat in int ic1D; layout(location = 2) flat in ivec3 ic3D; layout(location = 3) flat in ivec4 ic4D; const ivec2 ic2D = ivec2(2, 3); struct s { int i; sampler2D s; }; struct S2 { vec3 c; float f; }; layout(location = 8) in S2 s2; layout(location = 0) out vec3 sc; layout(location = 1) out float sf; void main() { float f = gl_FragCoord.y; gl_FragDepth = f; sc = s2.c; sf = s2.f; sinh(c1D) + cosh(c1D) * tanh(c2D); asinh(c4D) + acosh(c4D); atanh(c3D); } void foo324(void) { float p = pow(3.2, 4.6); p += sin(0.4); p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5 p += dot(vec3(2,3,5), vec3(-2,-1,4)); // 13 vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2)); // (-15, -2, 39) c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4)); // (-1,-2,-3) c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4)); // (1,2,3) vec2 c2 = reflect(vec2(1,3), vec2(0,1)); // (1,-3) c2 += refract(vec2(1,3), vec2(0,1), 1.0); // (1,-3) c2 += refract(vec2(1,3), vec2(0,1), 3.0); c2 += refract(vec2(1,0.1), vec2(0,1), 5.0); // (0,0) mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33) }