7 // Section 4.3.4 (Inputs) of GLSL 1.50 spec states:
8 // "Fragment inputs can only be signed and
9 // unsigned integers and integer vectors, float, floating-point
10 // vectors, matrices, or arrays or structures of
23 gl_FragColor = vec4(a.x + a.y + a.z.x + a.w.x + a.v[0].x);