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