9 } ss = s(4,1.0, s5(1.0));
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16 } s22 = s2(8, vec3(9, 10, 11), bvec4(true, false, true, false));
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27 } s11 = s1(s22, 2, 4.0, mat4(5), s4(6, vec4(7, 8, 9, 10))) ;
\r
33 } s77 = s7(12, mat3(15));
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35 vec2 v21 = vec2(1); // Not a constant
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36 const vec2 v22 = vec2(11); // 11.0, 11.0
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37 const vec4 v41 = vec4(2); // 2.0, 2.0, 2.0, 2.0
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38 const vec4 v43 = vec4(4,4,4,4); // 4.0, 4.0, 4.0, 4.0
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39 const vec4 v44 = vec4(5.0, 5.0, 5.0, 5.0); // 5.0, 5.0, 5.0, 5.0
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40 const vec4 v45 = vec4(v22, v22); // 11.0, 11.0, 11.0, 11.0
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41 const vec4 v46 = vec4(vec2(20, 21), vec2(22, 23)); // 20.0, 21.0, 22.0, 23.0
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43 const vec3 v31 = vec3(s22.v3); // 9.0, 10.0, 11.0
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44 const vec3 v32 = vec3(s77.m3); // 15.0, 0, 0
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45 const vec3 v33 = vec3(s77.m3[2]); // 0, 0, 15.0
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46 const vec3 v34 = vec3(s77.m3[2][0]); // 0,0,0
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49 const mat4 m41 = mat4(1); // 1,0,0,0,0,1,0,0,0,0,0,1,0,0,0,0,0,1
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50 const mat4 m42 = mat4(v44, v44, v44, v44); // all 5s
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51 const mat4 m43 = mat4( v43.x); // 4,0,0,0,0,4,0,0,0,0,0,4,0,0,0,0,0,4
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53 const vec4 v47 = vec4(m41[0][0]); // 1.0,1.0,1.0,1.0
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55 const mat4 m45 = mat4(s22.v3, v44, v45, v32, 50, 52); //9,10,11,5,5,5,5,11,11,11,11,15.0, 0,0, 50.0, 52.0
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56 //const mat3 m31 = mat3(1, mat2(1), 2.0, vec3(1)); // 1.0, 1,0,0,1,2,1,1,1
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57 const vec4 v48 = vec4(v31[0], v22[1], v41[0], v43[3]); //9, 11, 2, 4
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58 const vec4 v49 = vec4(s22.v3.xy, s22.v3.zx); // 9,10,11,9
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59 const vec4 v410 = vec4(v44.xy, v43.zx); //5,5,4,4
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61 const vec4 v411 = vec4(m42[3]); // 5,5,5,5
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62 const vec4 v412 = vec4(m43[2]); // 0,0,4,0
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64 const vec2 v23 = vec2(m41); // 1,0
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66 const vec2 v24 = vec2(33, s11.i); // 33, 2
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68 const vec4 v413 = vec4(vec2(1.0,2.0),ivec2(3.0,4.0)); // 1,2,3,4
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69 const ivec4 i41 = ivec4(1.0, 2.0, 3.0, 4.0); // 1,2,3,4
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71 const ivec4 i42 = ivec4(6); // 6,6,6,6
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72 const ivec4 i43 = ivec4(v45); //11,11,11,11
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74 const ivec4 i44 = ivec4(v44[0]); // 5,5,5,5
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75 const ivec4 i45 = ivec4(vec2(20, 21), vec2(22, 23)); // 20, 21, 22, 23
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76 const vec4 v414 = vec4(ivec2(29, 30), ivec2(31, 32)); // 29.0, 30.0, 31.0, 32.0
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77 const ivec4 i46 = ivec4(ivec2(2.0,3.0), ivec3(4.0,5.0,6.0));
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78 const ivec4 i47 = ivec4(i46); // 2,3,4,5
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79 const ivec4 i48 = ivec4(v414.x); // 29,29,29,29
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81 const ivec4 i49 = ivec4(vec4(1)); // 1,1,1,1
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82 const ivec4 i414 = ivec4(mat4(14)); // 14, 0,0,0,
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83 const ivec4 i410 = ivec4(m43); // 4,0,0,0
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84 const ivec4 i411 = ivec4(m43[1]); // 0, 4, 0, 0
\r
85 const ivec4 i412 = ivec4(s77.i); // 12, 12, 12, 12
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86 const ivec4 i416 = ivec4(s22.v3.zyx, 12); // 11, 10, 9, 12
\r
88 const vec4 v415 = vec4(ivec2(35), ivec2(36)); // 35.0, 35.0 ,36.0 , 36.0
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90 const bvec4 b41 = bvec4(1.0, 2.0, 3.0, 4.0); // true,true,true,true
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92 const bvec4 b42 = bvec4(6); // true,true,true,true
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93 const bvec4 b43 = bvec4(v45); //true,true,true,true
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95 const bvec4 b44 = bvec4(v44[0]); // true,true,true,true
\r
96 const bvec4 b45 = bvec4(vec2(0, 21), vec2(0, 1)); // false, true, false, true
\r
97 const bvec4 b46 = bvec4(ivec2(0.0,3.0), ivec3(0,5.0,6.0)); // false, true, false, true
\r
98 const bvec4 b47 = bvec4(i46); // true,true,true,true
\r
99 const bvec4 b48 = bvec4(v414.x); // true,true,true,true
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101 const bvec4 b49 = bvec4(vec4(0)); // false,false,false,false
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102 const bvec4 b414 = bvec4(mat4(14)); // true, false,false,false,
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103 const bvec4 b410 = bvec4(m43); // true,false,false,false
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104 const bvec4 b411 = bvec4(m43[1]); // false, true, false, false
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105 const bvec4 b412 = bvec4(s77.i) ; // true, true, true, true
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107 const vec3 v35 = vec3(s11.s44.v4); // 7.0,8.0,9.0
\r
117 } s88 = s8(1, s9(2.0, s10(5)));
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132 } st11 = st1(1, st2(2.0, st3(5, 6, st4(7, v35))));
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134 const vec4 v416 = vec4(s88.s99.s101.k); // all 5s
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135 const vec4 v417 = vec4(st11.st22.st33.st44.v3, s88.s99.s101.k); // 7.0, 8.0, 9.0, 5.0
\r
136 const vec3 v36 = vec3(s11.ss.v3); // 9, 10, 11
\r
138 vec4 v418 = v416; // all 5s
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139 const float f1 = v416[0]; // 5.0
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141 v419.xyz = st11.st22.st33.st44.v3;
\r
146 } struct22 = struct2(4);
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148 const struct struct1 {
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150 } struct11 = struct1(struct2(2));
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152 const vec4 v420 = v417; // 7.0, 8.0, 9.0 , 5.0
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154 vec4 v421 = vec4(s11.m); // 5, 0, 0, 0
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155 vec4 v422 = v420; // 7.0, 8.0, 9.0 , 5.0
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157 vec4 v423 = s11.s44.v4; // 7, 8, 9, 10
\r
159 int int1 = ss.i * ss.i; // 16
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160 int int2 = ss.i * 2; // 8
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162 const vec4 v425 = v420 * v420; // 49, 64, 81, 25
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163 const vec4 v426 = s11.m * s11.s44.v4; // 35, 40, 45, 50
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164 const vec4 v427 = s11.s44.v4 * s11.m; // 35, 40, 45, 50
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167 const float ffConst = 2.0;
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169 vec4 v428 = ff + v425; // ordinary assignment with binary node
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170 vec3 v39 = vec3(5);
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172 vec3 v310 = s22.v3 + v39; //14, 15, 16
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174 const vec4 v429 = v420 + v420; // 14, 16, 18, 10
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175 const vec4 v430 = v420 + ffConst; // 9, 10, 11,7
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176 const vec4 v432 = v429 + s11.f; // 18, 20, 22, 14
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178 const vec4 v433 = vec4(s11.f + s11.f); // all 8s
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179 const vec4 v434 = v432 + vec4(3); // 21, 23, 25, 17
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180 const mat4 m48 = s11.m + ffConst; // diagonal 7s and others 2s
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181 const mat4 m49 = mat4(ffConst + s11.f); // diagonal 6s
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182 const mat4 m410 = m48 + s11.f; // diagonal 11, others - 6s
\r
184 const mat4 m413 = m48 + m48 ; // diagonal 14, others 4
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185 const mat4 m414 = m413 + ffConst ; // diagonal 16, others 6
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187 const vec4 v435 = ffConst + v420; // 9, 10, 11,7
\r
188 const vec4 v436 = s11.f + v429; // 18, 20, 22, 14
\r
189 const mat4 m415 = ffConst + s11.m; // diagonal 7s and others 2s
\r
190 const mat4 m416 = s11.f + m48 ; // diagonal 11, others - 6s
\r
191 const mat4 m417 = ffConst + m413 ; // diagonal 16, others 6
\r
193 const vec4 v437 = v420 - v420; // 0, 0, 0, 0
\r
194 const vec4 v438 = v420 - ffConst; // 5, 6, 7,3
\r
195 const vec4 v440 = v429 - s11.f; // 10, 12, 14, 6
\r
197 const vec4 v441 = vec4(s11.f - s11.f); // all 0s
\r
198 const vec4 v442 = v432 - vec4(3); // 15, 17, 19, 11
\r
199 const mat4 m418 = s11.m - ffConst; // diagonal 3s and others -2s
\r
200 const mat4 m419 = mat4(ffConst - s11.f); // diagonal -> -2s
\r
201 const mat4 m420 = m48 - s11.f; // diagonal 3, others -> -2
\r
203 const mat4 m423 = m48 - m48 ; // All 0s
\r
204 const mat4 m424 = m413 - ffConst ; // diagonal 12, others 2
\r
206 const vec4 v443 = ffConst - v420; // -5, -6, -7,-3
\r
207 const vec4 v444 = s11.f - v429; // -10, -12, -14, -6
\r
208 const mat4 m425 = ffConst - s11.m; // diagonal -3s and others 2s
\r
209 const mat4 m426 = s11.f - m48 ; // diagonal -3, others 2s
\r
210 const mat4 m427 = ffConst - m413 ; // diagonal -12, others -2
\r
212 const vec4 v445 = v420 * v420; // 49, 64, 81, 25
\r
213 const vec4 v446 = v420 * ffConst; // 14, 16, 18,10
\r
214 const vec4 v448 = v429 * s11.f; // 56, 46, 72, 40
\r
216 const vec4 v449 = vec4(s11.f * s11.f); // all 16
\r
217 const vec4 v450 = v432 * vec4(3); // 54, 60, 66, 42
\r
218 const mat4 m428 = s11.m * ffConst; // diagonal 10 and others 0s
\r
219 const mat4 m429 = mat4(ffConst * s11.f); // diagonal 8
\r
220 const mat4 m430 = m48 * s11.f; // diagonal 28, others 8
\r
222 const mat4 m433 = m48 * m48 ; // diagonal 61, others 36
\r
223 const mat4 m434 = m413 * ffConst ; // diagonal 28, others 8
\r
225 const vec4 v451 = ffConst * v420; // 14, 16, 18,10
\r
226 const vec4 v452 = s11.f * v429; // 56, 64, 72, 40
\r
227 const mat4 m435 = ffConst * s11.m; // diagonal 10 and others 0s
\r
228 const mat4 m436 = s11.f * m48 ; // diagonal 28, others - 8s
\r
229 const mat4 m437 = ffConst * m413 ; // diagonal 28, others 8
\r
231 const vec4 v453 = v420 / v420; // 1, 1, 1, 1
\r
232 const vec4 v454 = v420 / ffConst; // 3.5, 4, 4.5,2.5
\r
234 const vec4 v457 = vec4(s11.f / s11.f); // all 1s
\r
235 const vec4 v458 = v432 / vec4(3); // 6, 6.6666, 7.333, 4.6666
\r
236 const mat4 m438 = s11.m / ffConst; // diagonal 2.5 and others 0s
\r
237 const mat4 m439 = mat4(ffConst / s11.f); // diagonal 0.5s
\r
238 const mat4 m440 = m48 / s11.f; // diagonal 1.75, others 0.5s
\r
240 const mat4 m443 = m48 / m48 ; // All 1s
\r
241 const mat4 m444 = m413 / ffConst ; // diagonal 7, others 2
\r
243 const vec4 v459 = ffConst / v420; // .2857 , .25, .22, .4
\r
244 const vec4 v460 = s11.f / v429; // .2857, .25, .22, .4
\r
245 //const mat4 m445 = ffConst / s11.m; // divide by zero error
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246 const mat4 m446 = s11.f / m48 ; // diagonal .571, others 2
\r
247 const mat4 m447 = ffConst / m413 ; // diagonal .1428, others 0.5
\r
249 const vec4 v461 = v453 * m428; // 10, 10, 10, 10
\r
250 const vec4 v462 = v453 * m437; // 52, 52, 52, 52
\r
251 const vec4 v463 = m428 * v451; // 140, 160, 180, 100
\r
252 const vec4 v464 = m437 * v451; // 744, 784, 824, 664
\r
255 const int iiConst = 2;
\r
257 const ivec4 i420 = ivec4( 7,8,9,5); // 7, 8, 9, 5
\r
259 const ivec4 i429 = i420 + i420; // 14, 16, 18, 10
\r
260 const ivec4 i430 = i420 + iiConst; // 9, 10, 11,7
\r
261 const ivec4 i432 = i429 + ss.i; // 18, 20, 22, 14
\r
263 const ivec4 i433 = ivec4(ss.i + ss.i); // all 8s
\r
265 const ivec4 i435 = iiConst + i420; // 9, 10, 11,7
\r
266 const ivec4 i436 = ss.i + i429; // 18, 20, 22, 14
\r
268 const ivec4 i437 = i420 - i420; // 0, 0, 0, 0
\r
269 const ivec4 i438 = i420 - iiConst; // 5, 6, 7,3
\r
270 const ivec4 i440 = i429 - ss.i; // 10, 12, 14, 6
\r
272 const ivec4 i441 = ivec4(ss.i - ss.i); // all 0s
\r
274 const ivec4 i443 = iiConst - i420; // -5, -6, -7,-3
\r
275 const ivec4 i444 = ss.i - i429; // -10, -12, -14, -6
\r
277 const ivec4 i445 = i420 * i420; // 49, 64, 81, 25
\r
278 const ivec4 i446 = i420 * iiConst; // 14, 16, 18,10
\r
279 const ivec4 i448 = i429 * ss.i; // 56, 64, 72, 40
\r
281 const ivec4 i449 = ivec4(ss.i * ss.i); // all 16
\r
283 const ivec4 i451 = iiConst * i420; // 14, 16, 18,10
\r
284 const ivec4 i452 = ss.i * i429; // 56, 64, 72, 40
\r
286 const ivec4 i453 = i420 / i420; // 1, 1, 1, 1
\r
287 const ivec4 i454 = i420 / iiConst; // 3, 4, 4,2
\r
288 const ivec4 i456 = i429 / ss.i; // 3, 4, 4, 2
\r
290 const ivec4 i457 = ivec4(ss.i / ss.i); // all 1s
\r
292 const ivec4 i459 = iiConst / i420; // 0 , 0, 0,0
\r
293 const ivec4 i460 = ss.i / i429; // 0, 0, 0,0
\r
295 const bvec4 b424 = bvec4(s22.bv4);
\r
297 const bool b1 = s22.bv4 == b424; // true
\r
298 const bool b2 = i420 == i420; // true
\r
299 const bool b3 = i420 == i445; // false
\r
300 const bool b4 = v420 == v420; // true
\r
301 const bool b5 = m430 == m434; // true
\r
303 const vec4 v465 = -v420; // -7, -8, -9, -5
\r
304 const mat4 m448 = -m447 ; // diagonal -.1428, others -0.5
\r
305 const ivec4 i465 = -i456 ; // -3, -4, -4,-2
\r
307 const bool b7 = s22 == s22;
\r
309 const vec4 v466 = v432 + vec4(3,4,5,6); // 21, 24, 27, 20
\r
310 const vec4 v467 = v432 + vec4(vec2(3,4),5,6); // 21, 24, 27, 20
\r
311 const vec4 v468 = v432 + vec4(3, vec2(4, 5),vec2(6,7)); // 21, 24, 27, 20
\r
312 const vec4 v469 = vec4(v468) + vec4(3) + v468 + vec4(s77.m3[2][0]); // 45, 51, 57, 43
\r
314 const bool b8 = ss == ss; // true
\r
324 const st5 st551 = st5(2, 4.0, st6(vec3(7)));
\r
325 const st5 st552 = st5(2, 4.0, st6(vec3(7)));
\r
327 const bool b10 = st551 == st552; // true
\r
329 const bool b11 = st551.st66 == st552.st66; // true
\r
331 const st5 st553 = st5(2, 4.0, st6(vec3(8)));
\r
333 const bool b12 = st551.st66 == st553.st66; // false
\r
334 const bool b13 = st551 == st553; // false
\r
336 const bool b14 = st551 != st552; // false
\r
337 const bool b15 = st551.st66 != st552.st66; // false
\r
338 const bool b16 = st551.st66 != st553.st66; // true
\r
339 const bool b17 = st551 != st553; // true
\r
341 const bool b18 = s22.bv4 != b424; // false
\r
342 const bool b19 = i420 != i420; // false
\r
343 const bool b20 = i420 != i445; // true
\r
344 const bool b21 = v420 != v420; // false
\r
345 const bool b22 = m430 != m434; // false
\r
347 const int int10 = i420.xy.y; // 8
\r
349 //float f = v470.x;
\r
353 const int int13 = -ss.i;
\r
355 const vec4 v474 = -vec4(0.5);
\r
361 const vec4 v478 = v466 * 2.0; // 42, 48, 54, 40
\r
363 const vec4 v479 = iiConst > 1 ? v466 : v478; // 21, 24, 27, 20
\r
365 const struct st7 {
\r
368 } st77 = st7(ss.i, true);
\r
370 const vec4 v481 = vec4(st77.i);
\r
381 const vec3 v312 = st99.ss.v3; // 9, 10, 11
\r
382 const vec4 v482 = mat4(1)[0]; // 1, 0, 0 , 0
\r
384 const mat4 m450 = mat4(ss.i); // mat4(4)
\r
385 const mat4 m451 = mat4(b20); // mat4(1)
\r
386 const mat4 m452 = mat4(st77.b); // mat4(1)
\r
388 const vec4 v483 = vec4(vec4(3).x); // 3,3,3,3
\r
389 const mat4 m453 = mat4(vec4(5).x); // mat5(5)
\r
391 const vec4 v484 = vec4(mat4(6)[1]); // 0,6,0,0
\r
392 const mat4 m454 = mat4(mat4(6)[1][1]); // mat4(6)
\r
394 const vec4 v485 = vec4(st7(8, true).b); // 1,1,1,1
\r
396 const vec4 v487 = vec4(vec4(12, 13, 14, 15).wy, 12, 14);
\r
399 const vec4 v489 = -vec4(7,8,9,5); // -7, -8, -9, -5
\r
401 gl_Position = vec4(1);
\r