// Ensure that GLSL type aliases compile without error | |
float f; | |
int i; | |
bool b; | |
vec4 main(vec2 coords) { | |
vec4 fv = vec4( vec3( vec2(f), f), f); | |
ivec4 iv = ivec4(ivec3(ivec2(i), i), i); | |
bvec4 bv = bvec4(bvec3(bvec2(b), b), b); | |
mat4 m = mat4(mat3(mat2(f))); | |
return fv; | |
} |