#version 120 float lowp; float mediump; float highp; float precision; in vec4 i; out vec4 o; uniform sampler2D s2D; centroid varying vec2 centTexCoord; uniform mat4x2 m; struct s { float f; }; void main() { mat2x3 m23 = mat2x3(m); int a; bool b; s sv = s(a); float[2] ia = float[2](3, i.y); float f1 = 1; float f = a; f = a; ivec3 iv3; vec3 v3 = iv3; f = f + a; f = a - f; f += a; f = a - f; v3 *= iv3; v3 = iv3 / 2.0; v3 = 3.0 * iv3; v3 = 2 * v3; v3 = v3 - 2; if (f < a || a <= f || f > a || f >= a || a == f || f != a); f = b ? a : f; f = b ? f : a; f = b ? a : a; s news = sv; i.xy + i.xyz; // ERROR m * i.xyz; // ERROR m + i; // ERROR int aoeu = 1.0; // ERROR f = b; // ERROR f = a + b; // ERROR f = b * a; // ERROR b = a; // ERROR b = b + f; // ERROR f |= b; // ERROR gl_FragColor = texture2D(s2D, centTexCoord); float flat; float smooth; float noperspective; float uvec2; float uvec3; float uvec4; //packed; // ERROR, reserved word { mat4 m; vec4 v; bool b; gl_FragColor += b ? v : m; // ERROR, types don't match around ":" } gl_FragColor.xr; // ERROR, swizzlers not from same field space centTexCoord.z; // ERROR, swizzler out of range (a,b) = true; // ERROR, not an l-value } float imageBuffer; float uimage2DRect; int main() {} // ERROR void main(int a) {} // ERROR const int a; // ERROR int foo(in float a); int foo(out float a) // ERROR { return 3.2; // ERROR foo(a); // ERROR }