1 // if you inline all functions indiscriminately, you won't pass this
9 gl_Position = gl_Vertex;
10 gl_TexCoord[0] = gl_Position;
16 // use something that cannot be optimized away
17 gl_FragColor = exp(gl_FragColor);
407 gl_FragColor = vec4(0.1, 0.2, 0.3, 0.4);
408 if(gl_TexCoord[0].x > 2.0) // this branch is never taken, but the compiler doesn't know this
414 probe all rgba 0.1 0.2 0.3 0.4