#version 120 in vec4 i; out vec4 o; attribute vec2 attv2; attribute vec4 attv4; uniform sampler2D s2D; invariant varying vec2 centTexCoord; invariant gl_Position; centroid centroid foo; void main() { centTexCoord = attv2; gl_Position = attv4; vec3[12] a; vec4[a.length()] b; gl_Position = b[b.length()-1]; float f[]; int a = f.length(); } uniform float initted = 3.4; const float concall = sin(0.3);