| // 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; | |
| } |