#version 450 core in float in1; in vec2 in2; in vec3 in3; in vec4 in4; void main() { vec2 v2 = dFdxFine(in2); vec3 v3 = dFdyCoarse(in3); vec4 v4 = fwidth(in4); v4 = dFdyFine(in4); v3 = dFdyFine(in3); float f = dFdx(in1) + dFdxFine(in1) + dFdxCoarse(in1); v4 = fwidthCoarse(in4) + fwidthFine(in4); float cull = gl_CullDistance[2]; float consts = gl_MaxCullDistances + gl_MaxCombinedClipAndCullDistances; if (gl_HelperInvocation) ++v4; int sum = gl_MaxVertexImageUniforms + gl_MaxFragmentImageUniforms + gl_MaxComputeImageUniforms + gl_MaxCombinedImageUniforms + gl_MaxCombinedShaderOutputResources; bool b1, b3, b; uint uin; bvec2 b2 = mix(bvec2(b1), bvec2(b3), bvec2(b)); uint um = mix(uin, uin, b); ivec3 im3 = mix(ivec3(uin), ivec3(uin), bvec3(b)); }