4 uniform usampler2D us2D;
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11 smooth vec4 c4D; // ??
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18 switch (c) { // full switch testing in switch.frag
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29 i = texture(us2D, x).w; // full uint testing in uint.frag
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30 i << 3u | 0x8Au >> 1u & 0xFFu;
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32 vec3 modfOut, modfIn;
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33 vec3 v11 = modf(modfIn, modfOut);
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35 vec2 v12 = round(v2a);
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36 vec2 v13 = roundEven(v2a);
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37 bvec2 b10 = isnan(v2a);
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38 bvec4 b11 = isinf(v4);
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41 cosh(c1D) * tanh(c2D);
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42 asinh(c4D) + acosh(c4D);
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45 int id = gl_VertexID;
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46 gl_ClipDistance[1] = 0.3;
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49 // version 140 features
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51 //uniform isamplerBuffer sbuf;
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53 //layout(std140) uniform blockName {
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59 int id = gl_InstanceID; // ERROR
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61 id += texelFetch(id, 8);
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63 gl_ClipVertex; // these are all present...
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74 #define mac abc##def
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77 #define macr(A,B) A##B
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