# WARNING: This file is auto-generated. Do NOT modify it manually, but rather # modify the generating script file. Otherwise changes will be lost! group arithmetic "Arithmetic operations" group input_before_literal "Input before literal" group add "Addition" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 4 | 3 | 3 | 5 | 7 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(3, 4) | uvec2(2, 3) | uvec2(2, 3) | uvec2(4, 5) | uvec2(6, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec2(1, 2); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(3, 4, 5) | uvec3(2, 3, 4) | uvec3(2, 3, 4) | uvec3(4, 5, 6) | uvec3(6, 7, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec3(1, 2, 3); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(3, 4, 5, 6) | uvec4(2, 3, 4, 5) | uvec4(2, 3, 4, 5) | uvec4(4, 5, 6, 7) | uvec4(6, 7, 8, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2.0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(2, 4) | uvec2(3, 3) | uvec2(4, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec2(1, 2); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(3, 3, 5) | uvec3(4, 9, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec3(1, 2, 3); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(3, 3, 5, 10) | uvec4(4, 9, 5, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # add group sub "Subtraction" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 0.0 | -1.0 | -1.0 | 1.0 | 3.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - 2.0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(1.0, 0.0) | vec2(0.0, -1.0) | vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(4.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec2(1.0, 2.0); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(1.0, 0.0, -1.0) | vec3(0.0, -1.0, -2.0) | vec3(0.0, -1.0, -2.0) | vec3(2.0, 1.0, 0.0) | vec3(4.0, 3.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(1.0, 0.0, -1.0, -2.0) | vec4(0.0, -1.0, -2.0, -3.0) | vec4(0.0, -1.0, -2.0, -3.0) | vec4(2.0, 1.0, 0.0, -1.0) | vec4(4.0, 3.0, 2.0, 1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ -1.0 | 1.0 | 2.0 | 5.0 | 9.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - 2.0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(0.0, -1.0) | vec2(2.0, 1.0) | vec2(3.0, 2.0) | vec2(6.0, 5.0) | vec2(10.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec2(1.0, 2.0); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(0.0, -1.0, -2.0) | vec3(2.0, 1.0, 0.0) | vec3(3.0, 2.0, 1.0) | vec3(6.0, 5.0, 4.0) | vec3(10.0, 9.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(0.0, -1.0, -2.0, -3.0) | vec4(2.0, 1.0, 0.0, -1.0) | vec4(3.0, 2.0, 1.0, 0.0) | vec4(6.0, 5.0, 4.0, 3.0) | vec4(10.0, 9.0, 8.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(0.0, 0.0) | vec2(1.0, -1.0) | vec2(2.0, 5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(1.0, 1.0) | vec2(3.0, 4.0) | vec2(0.0, 11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(0.0, 0.0, 0.0) | vec3(1.0, -1.0, -1.0) | vec3(2.0, 5.0, -1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(1.0, 1.0, 2.0) | vec3(3.0, 4.0, -1.0) | vec3(0.0, 11.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(0.0, 0.0, 0.0, 0.0) | vec4(1.0, -1.0, -1.0, 2.0) | vec4(2.0, 5.0, -1.0, 1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(1.0, 1.0, 2.0, 4.0) | vec4(3.0, 4.0, -1.0, 5.0) | vec4(0.0, 11.0, 4.0, 0.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 - vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # sub group mul "Multiplication" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 2.0 | 2.0 | 6.0 | 10.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 4 | 2 | 2 | 6 | 10 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * 2; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(5.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec2(1.0, 2.0); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(5.0, 10.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(5.0, 10.0, 15.0, 20.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(2, 4) | uvec2(1, 2) | uvec2(1, 2) | uvec2(3, 6) | uvec2(5, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec2(1, 2); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(1, 2, 3) | uvec3(1, 2, 3) | uvec3(3, 6, 9) | uvec3(5, 10, 15) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec3(1, 2, 3); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(1, 2, 3, 4) | uvec4(1, 2, 3, 4) | uvec4(3, 6, 9, 12) | uvec4(5, 10, 15, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 6.0 | 8.0 | 14.0 | 22.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * 2.0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(4.0, 8.0) | vec2(7.0, 14.0) | vec2(11.0, 22.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec2(1.0, 2.0); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(4.0, 8.0, 12.0) | vec3(7.0, 14.0, 21.0) | vec3(11.0, 22.0, 33.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(4.0, 8.0, 12.0, 16.0) | vec4(7.0, 14.0, 21.0, 28.0) | vec4(11.0, 22.0, 33.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(1, 4) | uvec2(2, 2) | uvec2(3, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec2(1, 2); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(1.0, 4.0) | vec2(2.0, 2.0) | vec2(3.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(2.0, 6.0) | vec2(4.0, 12.0) | vec2(1.0, 26.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(1, 4, 9) | uvec3(2, 2, 6) | uvec3(3, 14, 6) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec3(1, 2, 3); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(1.0, 4.0, 9.0) | vec3(2.0, 2.0, 6.0) | vec3(3.0, 14.0, 6.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(2.0, 6.0, 15.0) | vec3(4.0, 12.0, 6.0) | vec3(1.0, 26.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(1, 4, 9, 16) | uvec4(2, 2, 6, 24) | uvec4(3, 14, 6, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(1.0, 4.0, 9.0, 16.0) | vec4(2.0, 2.0, 6.0, 24.0) | vec4(3.0, 14.0, 6.0, 20.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(2.0, 6.0, 15.0, 32.0) | vec4(4.0, 12.0, 6.0, 36.0) | vec4(1.0, 26.0, 21.0, 16.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # mul group div "Division" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 1.0 | 0.5 | 0.5 | 1.5 | 2.5 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 1 | 0 | 0 | 1 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / 2; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(2.0, 1.0) | vec2(1.0, 0.5) | vec2(1.0, 0.5) | vec2(3.0, 1.5) | vec2(5.0, 2.5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec2(1.0, 2.0); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(2.0, 1.0, 0.666666666667) | vec3(1.0, 0.5, 0.333333333333) | vec3(1.0, 0.5, 0.333333333333) | vec3(3.0, 1.5, 1.0) | vec3(5.0, 2.5, 1.66666666667) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(2.0, 1.0, 0.666666666667, 0.5) | vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(3.0, 1.5, 1.0, 0.75) | vec4(5.0, 2.5, 1.66666666667, 1.25) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(2, 1) | uvec2(1, 0) | uvec2(1, 0) | uvec2(3, 1) | uvec2(5, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec2(1, 2); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(2, 1, 0) | uvec3(1, 0, 0) | uvec3(1, 0, 0) | uvec3(3, 1, 1) | uvec3(5, 2, 1) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec3(1, 2, 3); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(2, 1, 0, 0) | uvec4(1, 0, 0, 0) | uvec4(1, 0, 0, 0) | uvec4(3, 1, 1, 0) | uvec4(5, 2, 1, 1) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 0.5 | 1.5 | 2.0 | 3.5 | 5.5 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / 2.0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(1.0, 0.5) | vec2(3.0, 1.5) | vec2(4.0, 2.0) | vec2(7.0, 3.5) | vec2(11.0, 5.5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec2(1.0, 2.0); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(1.0, 0.5, 0.333333333333) | vec3(3.0, 1.5, 1.0) | vec3(4.0, 2.0, 1.33333333333) | vec3(7.0, 3.5, 2.33333333333) | vec3(11.0, 5.5, 3.66666666667) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(1.0, 0.5, 0.333333333333, 0.25) | vec4(3.0, 1.5, 1.0, 0.75) | vec4(4.0, 2.0, 1.33333333333, 1.0) | vec4(7.0, 3.5, 2.33333333333, 1.75) | vec4(11.0, 5.5, 3.66666666667, 2.75) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(1, 1) | uvec2(2, 0) | uvec2(3, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec2(1, 2); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(1.0, 1.0) | vec2(2.0, 0.5) | vec2(3.0, 3.5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(2.0, 1.5) | vec2(4.0, 3.0) | vec2(1.0, 6.5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(1, 1, 1) | uvec3(2, 0, 0) | uvec3(3, 3, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec3(1, 2, 3); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(1.0, 1.0, 1.0) | vec3(2.0, 0.5, 0.666666666667) | vec3(3.0, 3.5, 0.666666666667) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(2.0, 1.5, 1.66666666667) | vec3(4.0, 3.0, 0.666666666667) | vec3(1.0, 6.5, 2.33333333333) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(1, 1, 1, 1) | uvec4(2, 0, 0, 1) | uvec4(3, 3, 0, 1) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(1.0, 1.0, 1.0, 1.0) | vec4(2.0, 0.5, 0.666666666667, 1.5) | vec4(3.0, 3.5, 0.666666666667, 1.25) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(2.0, 1.5, 1.66666666667, 2.0) | vec4(4.0, 3.0, 0.666666666667, 2.25) | vec4(1.0, 6.5, 2.33333333333, 1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 / vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # div end # input_before_literal group literal_before_input "Literal before input" group add "Addition" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 + in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 4 | 3 | 3 | 5 | 7 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 + in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) + in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) + in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(3, 4) | uvec2(2, 3) | uvec2(2, 3) | uvec2(4, 5) | uvec2(6, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) + in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(3, 4, 5) | uvec3(2, 3, 4) | uvec3(2, 3, 4) | uvec3(4, 5, 6) | uvec3(6, 7, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) + in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(3, 4, 5, 6) | uvec4(2, 3, 4, 5) | uvec4(2, 3, 4, 5) | uvec4(4, 5, 6, 7) | uvec4(6, 7, 8, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) + in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 + in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) + in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) + in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(2, 4) | uvec2(3, 3) | uvec2(4, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) + in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) + in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) + in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(3, 3, 5) | uvec3(4, 9, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) + in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) + in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) + in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(3, 3, 5, 10) | uvec4(4, 9, 5, 9) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) + in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) + in0; ${OUTPUT} } "" end end # add group sub "Subtraction" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 0.0 | 1.0 | 1.0 | -1.0 | -3.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 - in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(-1.0, 0.0) | vec2(0.0, 1.0) | vec2(0.0, 1.0) | vec2(-2.0, -1.0) | vec2(-4.0, -3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) - in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(-1.0, 0.0, 1.0) | vec3(0.0, 1.0, 2.0) | vec3(0.0, 1.0, 2.0) | vec3(-2.0, -1.0, 0.0) | vec3(-4.0, -3.0, -2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) - in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(-1.0, 0.0, 1.0, 2.0) | vec4(0.0, 1.0, 2.0, 3.0) | vec4(0.0, 1.0, 2.0, 3.0) | vec4(-2.0, -1.0, 0.0, 1.0) | vec4(-4.0, -3.0, -2.0, -1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 1.0 | -1.0 | -2.0 | -5.0 | -9.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 - in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(0.0, 1.0) | vec2(-2.0, -1.0) | vec2(-3.0, -2.0) | vec2(-6.0, -5.0) | vec2(-10.0, -9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) - in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(0.0, 1.0, 2.0) | vec3(-2.0, -1.0, 0.0) | vec3(-3.0, -2.0, -1.0) | vec3(-6.0, -5.0, -4.0) | vec3(-10.0, -9.0, -8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) - in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(0.0, 1.0, 2.0, 3.0) | vec4(-2.0, -1.0, 0.0, 1.0) | vec4(-3.0, -2.0, -1.0, 0.0) | vec4(-6.0, -5.0, -4.0, -3.0) | vec4(-10.0, -9.0, -8.0, -7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(0.0, 0.0) | vec2(-1.0, 1.0) | vec2(-2.0, -5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) - in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(-1.0, -1.0) | vec2(-3.0, -4.0) | vec2(0.0, -11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) - in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(0.0, 0.0, 0.0) | vec3(-1.0, 1.0, 1.0) | vec3(-2.0, -5.0, 1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) - in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(-1.0, -1.0, -2.0) | vec3(-3.0, -4.0, 1.0) | vec3(0.0, -11.0, -4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) - in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(0.0, 0.0, 0.0, 0.0) | vec4(-1.0, 1.0, 1.0, -2.0) | vec4(-2.0, -5.0, 1.0, -1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(-1.0, -1.0, -2.0, -4.0) | vec4(-3.0, -4.0, 1.0, -5.0) | vec4(0.0, -11.0, -4.0, 0.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) - in0; ${OUTPUT} } "" end end # sub group mul "Multiplication" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 2.0 | 2.0 | 6.0 | 10.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 * in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 4 | 2 | 2 | 6 | 10 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 * in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(5.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(5.0, 10.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(5.0, 10.0, 15.0, 20.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(2, 4) | uvec2(1, 2) | uvec2(1, 2) | uvec2(3, 6) | uvec2(5, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) * in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(1, 2, 3) | uvec3(1, 2, 3) | uvec3(3, 6, 9) | uvec3(5, 10, 15) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) * in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(1, 2, 3, 4) | uvec4(1, 2, 3, 4) | uvec4(3, 6, 9, 12) | uvec4(5, 10, 15, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) * in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 6.0 | 8.0 | 14.0 | 22.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 * in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(3.0, 6.0) | vec2(4.0, 8.0) | vec2(7.0, 14.0) | vec2(11.0, 22.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(3.0, 6.0, 9.0) | vec3(4.0, 8.0, 12.0) | vec3(7.0, 14.0, 21.0) | vec3(11.0, 22.0, 33.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(3.0, 6.0, 9.0, 12.0) | vec4(4.0, 8.0, 12.0, 16.0) | vec4(7.0, 14.0, 21.0, 28.0) | vec4(11.0, 22.0, 33.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(1, 4) | uvec2(2, 2) | uvec2(3, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) * in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(1.0, 4.0) | vec2(2.0, 2.0) | vec2(3.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(2.0, 6.0) | vec2(4.0, 12.0) | vec2(1.0, 26.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(1, 4, 9) | uvec3(2, 2, 6) | uvec3(3, 14, 6) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) * in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(1.0, 4.0, 9.0) | vec3(2.0, 2.0, 6.0) | vec3(3.0, 14.0, 6.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(2.0, 6.0, 15.0) | vec3(4.0, 12.0, 6.0) | vec3(1.0, 26.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(1, 4, 9, 16) | uvec4(2, 2, 6, 24) | uvec4(3, 14, 6, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) * in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(1.0, 4.0, 9.0, 16.0) | vec4(2.0, 2.0, 6.0, 24.0) | vec4(3.0, 14.0, 6.0, 20.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(2.0, 6.0, 15.0, 32.0) | vec4(4.0, 12.0, 6.0, 36.0) | vec4(1.0, 26.0, 21.0, 16.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * in0; ${OUTPUT} } "" end end # mul group div "Division" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 1.0 | 2.0 | 2.0 | 0.666666666667 | 0.4 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 / in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 1 | 2 | 2 | 0 | 0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 / in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(0.5, 1.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(0.333333333333, 0.666666666667) | vec2(0.2, 0.4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) / in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(0.5, 1.0, 1.5) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(0.333333333333, 0.666666666667, 1.0) | vec3(0.2, 0.4, 0.6) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) / in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(0.5, 1.0, 1.5, 2.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(0.333333333333, 0.666666666667, 1.0, 1.33333333333) | vec4(0.2, 0.4, 0.6, 0.8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) / in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(0, 1) | uvec2(1, 2) | uvec2(1, 2) | uvec2(0, 0) | uvec2(0, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) / in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(0, 1, 1) | uvec3(1, 2, 3) | uvec3(1, 2, 3) | uvec3(0, 0, 1) | uvec3(0, 0, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) / in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(0, 1, 1, 2) | uvec4(1, 2, 3, 4) | uvec4(1, 2, 3, 4) | uvec4(0, 0, 1, 1) | uvec4(0, 0, 0, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) / in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 0.666666666667 | 0.5 | 0.285714285714 | 0.181818181818 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 / in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(0.333333333333, 0.666666666667) | vec2(0.25, 0.5) | vec2(0.142857142857, 0.285714285714) | vec2(0.0909090909091, 0.181818181818) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) / in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(0.333333333333, 0.666666666667, 1.0) | vec3(0.25, 0.5, 0.75) | vec3(0.142857142857, 0.285714285714, 0.428571428571) | vec3(0.0909090909091, 0.181818181818, 0.272727272727) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) / in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(0.333333333333, 0.666666666667, 1.0, 1.33333333333) | vec4(0.25, 0.5, 0.75, 1.0) | vec4(0.142857142857, 0.285714285714, 0.428571428571, 0.571428571429) | vec4(0.0909090909091, 0.181818181818, 0.272727272727, 0.363636363636) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) / in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(1, 1) | uvec2(0, 2) | uvec2(0, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) / in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(1.0, 1.0) | vec2(0.5, 2.0) | vec2(0.333333333333, 0.285714285714) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) / in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(0.5, 0.666666666667) | vec2(0.25, 0.333333333333) | vec2(1.0, 0.153846153846) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) / in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(1, 1, 1) | uvec3(0, 2, 1) | uvec3(0, 0, 1) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) / in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(1.0, 1.0, 1.0) | vec3(0.5, 2.0, 1.5) | vec3(0.333333333333, 0.285714285714, 1.5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) / in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(0.5, 0.666666666667, 0.6) | vec3(0.25, 0.333333333333, 1.5) | vec3(1.0, 0.153846153846, 0.428571428571) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) / in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(1, 1, 1, 1) | uvec4(0, 2, 1, 0) | uvec4(0, 0, 1, 0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) / in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(1.0, 1.0, 1.0, 1.0) | vec4(0.5, 2.0, 1.5, 0.666666666667) | vec4(0.333333333333, 0.285714285714, 1.5, 0.8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) / in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(0.5, 0.666666666667, 0.6, 0.5) | vec4(0.25, 0.333333333333, 1.5, 0.444444444444) | vec4(1.0, 0.153846153846, 0.428571428571, 1.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) / in0; ${OUTPUT} } "" end end # div end # literal_before_input end # arithmetic group comparisons "Comparisons" group input_before_literal "Input before literal" group equal "Equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == 2.0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == uvec2(1, 2); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == uvec3(1, 2, 3); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 == vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # equal group not_equal "Not equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != 2.0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != uvec2(1, 2); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != uvec3(1, 2, 3); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != uvec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 != vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # not_equal group less "Less than" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 < 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 < 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 < 2.0; ${OUTPUT} } "" end end # less group greater "Greater than" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 > 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 > 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 > 2.0; ${OUTPUT} } "" end end # greater group less_or_equal "Less than or equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 <= 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 <= 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 <= 2.0; ${OUTPUT} } "" end end # less_or_equal group greater_or_equal "Greater than or equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 >= 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 >= 2; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 >= 2.0; ${OUTPUT} } "" end end # greater_or_equal end # input_before_literal group literal_before_input "Literal before input" group equal "Equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 == in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 == in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 == in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) == in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) == in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) == in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) == in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) == in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) == in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) == in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) == in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output bool out0 = [ false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) == in0; ${OUTPUT} } "" end end # equal group not_equal "Not equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 != in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 != in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 != in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec2(1, 2) != in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) != in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) != in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec3(1, 2, 3) != in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) != in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) != in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = uvec4(1, 2, 3, 4) != in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) != in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output bool out0 = [ true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) != in0; ${OUTPUT} } "" end end # not_equal group less "Less than" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 < in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 < in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 < in0; ${OUTPUT} } "" end end # less group greater "Greater than" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 > in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ false | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 > in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 > in0; ${OUTPUT} } "" end end # greater group less_or_equal "Less than or equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 <= in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | false | false | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 <= in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ false | true | true | true | true ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 <= in0; ${OUTPUT} } "" end end # less_or_equal group greater_or_equal "Greater than or equal" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 >= in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output bool out0 = [ true | true | true | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2 >= in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output bool out0 = [ true | false | false | false | false ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 >= in0; ${OUTPUT} } "" end end # greater_or_equal end # literal_before_input end # comparisons group array_subscripts "Array subscripts" group input_before_subscript "Input before subscript" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 3.0 | 2.0 | 2.0 | 4.0 | 6.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float[] x = float[] (2.0, 1.0, 1.0, 3.0, 5.0); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 5 | 4 | 4 | 6 | 8 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uint[] x = uint[] (1, 3, 4, 7, 11); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(4.0, 3.0) | vec2(3.0, 2.0) | vec2(3.0, 2.0) | vec2(5.0, 4.0) | vec2(7.0, 6.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(4.0, 3.0, 4.0) | vec3(3.0, 2.0, 3.0) | vec3(3.0, 2.0, 3.0) | vec3(5.0, 4.0, 5.0) | vec3(7.0, 6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(4.0, 3.0, 4.0, 8.0) | vec4(3.0, 2.0, 3.0, 7.0) | vec4(3.0, 2.0, 3.0, 7.0) | vec4(5.0, 4.0, 5.0, 9.0) | vec4(7.0, 6.0, 7.0, 11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(6, 8) | uvec2(5, 7) | uvec2(5, 7) | uvec2(7, 9) | uvec2(9, 11) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec2[] x = uvec2[] (uvec2(2, 3), uvec2(4, 6), uvec2(1, 13)); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(6, 8, 4) | uvec3(5, 7, 3) | uvec3(5, 7, 3) | uvec3(7, 9, 5) | uvec3(9, 11, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec3[] x = uvec3[] (uvec3(2, 3, 5), uvec3(4, 6, 2), uvec3(1, 13, 7)); out0 = in0 + x[1]; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(6, 8, 4, 11) | uvec4(5, 7, 3, 10) | uvec4(5, 7, 3, 10) | uvec4(7, 9, 5, 12) | uvec4(9, 11, 7, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec4[] x = uvec4[] (uvec4(2, 3, 5, 8), uvec4(4, 6, 2, 9), uvec4(1, 13, 7, 4)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 4.0 | 5.0 | 8.0 | 12.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float[] x = float[] (2.0, 1.0, 1.0, 3.0, 5.0); out0 = in0 + x[1]; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 2.0) | vec2(5.0, 4.0) | vec2(6.0, 5.0) | vec2(9.0, 8.0) | vec2(13.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 2.0, 3.0) | vec3(5.0, 4.0, 5.0) | vec3(6.0, 5.0, 6.0) | vec3(9.0, 8.0, 9.0) | vec3(13.0, 12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 2.0, 3.0, 7.0) | vec4(5.0, 4.0, 5.0, 9.0) | vec4(6.0, 5.0, 6.0, 10.0) | vec4(9.0, 8.0, 9.0, 13.0) | vec4(13.0, 12.0, 13.0, 17.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(5, 8) | uvec2(6, 7) | uvec2(7, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec2[] x = uvec2[] (uvec2(2, 3), uvec2(4, 6), uvec2(1, 13)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 3.0) | vec2(4.0, 2.0) | vec2(5.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(4.0, 4.0) | vec2(6.0, 7.0) | vec2(3.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(5, 8, 5) | uvec3(6, 7, 4) | uvec3(7, 13, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec3[] x = uvec3[] (uvec3(2, 3, 5), uvec3(4, 6, 2), uvec3(1, 13, 7)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 3.0, 5.0) | vec3(4.0, 2.0, 4.0) | vec3(5.0, 8.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(4.0, 4.0, 7.0) | vec3(6.0, 7.0, 4.0) | vec3(3.0, 14.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(5, 8, 5, 13) | uvec4(6, 7, 4, 15) | uvec4(7, 13, 4, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec4[] x = uvec4[] (uvec4(2, 3, 5, 8), uvec4(4, 6, 2, 9), uvec4(1, 13, 7, 4)); out0 = in0 + x[1]; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 2.0, 4.0, 12.0) | vec4(5.0, 8.0, 4.0, 11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(4.0, 4.0, 7.0, 14.0) | vec4(6.0, 7.0, 4.0, 15.0) | vec4(3.0, 14.0, 9.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = in0 + x[1]; ${OUTPUT} } "" end end # input_before_subscript group subscript_before_input "Subscript before input" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 3.0 | 2.0 | 2.0 | 4.0 | 6.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float[] x = float[] (2.0, 1.0, 1.0, 3.0, 5.0); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 5 | 4 | 4 | 6 | 8 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uint[] x = uint[] (1, 3, 4, 7, 11); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(4.0, 3.0) | vec2(3.0, 2.0) | vec2(3.0, 2.0) | vec2(5.0, 4.0) | vec2(7.0, 6.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(4.0, 3.0, 4.0) | vec3(3.0, 2.0, 3.0) | vec3(3.0, 2.0, 3.0) | vec3(5.0, 4.0, 5.0) | vec3(7.0, 6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(4.0, 3.0, 4.0, 8.0) | vec4(3.0, 2.0, 3.0, 7.0) | vec4(3.0, 2.0, 3.0, 7.0) | vec4(5.0, 4.0, 5.0, 9.0) | vec4(7.0, 6.0, 7.0, 11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(6, 8) | uvec2(5, 7) | uvec2(5, 7) | uvec2(7, 9) | uvec2(9, 11) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec2[] x = uvec2[] (uvec2(2, 3), uvec2(4, 6), uvec2(1, 13)); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(6, 8, 4) | uvec3(5, 7, 3) | uvec3(5, 7, 3) | uvec3(7, 9, 5) | uvec3(9, 11, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec3[] x = uvec3[] (uvec3(2, 3, 5), uvec3(4, 6, 2), uvec3(1, 13, 7)); out0 = x[1] + in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(6, 8, 4, 11) | uvec4(5, 7, 3, 10) | uvec4(5, 7, 3, 10) | uvec4(7, 9, 5, 12) | uvec4(9, 11, 7, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec4[] x = uvec4[] (uvec4(2, 3, 5, 8), uvec4(4, 6, 2, 9), uvec4(1, 13, 7, 4)); out0 = x[1] + in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 4.0 | 5.0 | 8.0 | 12.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float[] x = float[] (2.0, 1.0, 1.0, 3.0, 5.0); out0 = x[1] + in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 2.0) | vec2(5.0, 4.0) | vec2(6.0, 5.0) | vec2(9.0, 8.0) | vec2(13.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 2.0, 3.0) | vec3(5.0, 4.0, 5.0) | vec3(6.0, 5.0, 6.0) | vec3(9.0, 8.0, 9.0) | vec3(13.0, 12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 2.0, 3.0, 7.0) | vec4(5.0, 4.0, 5.0, 9.0) | vec4(6.0, 5.0, 6.0, 10.0) | vec4(9.0, 8.0, 9.0, 13.0) | vec4(13.0, 12.0, 13.0, 17.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(5, 8) | uvec2(6, 7) | uvec2(7, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec2[] x = uvec2[] (uvec2(2, 3), uvec2(4, 6), uvec2(1, 13)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 3.0) | vec2(4.0, 2.0) | vec2(5.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(4.0, 4.0) | vec2(6.0, 7.0) | vec2(3.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2[] x = vec2[] (vec2(1.0, 2.0), vec2(2.0, 1.0), vec2(3.0, 7.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(5, 8, 5) | uvec3(6, 7, 4) | uvec3(7, 13, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec3[] x = uvec3[] (uvec3(2, 3, 5), uvec3(4, 6, 2), uvec3(1, 13, 7)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 3.0, 5.0) | vec3(4.0, 2.0, 4.0) | vec3(5.0, 8.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(4.0, 4.0, 7.0) | vec3(6.0, 7.0, 4.0) | vec3(3.0, 14.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3[] x = vec3[] (vec3(1.0, 2.0, 3.0), vec3(2.0, 1.0, 2.0), vec3(3.0, 7.0, 2.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(5, 8, 5, 13) | uvec4(6, 7, 4, 15) | uvec4(7, 13, 4, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec4[] x = uvec4[] (uvec4(2, 3, 5, 8), uvec4(4, 6, 2, 9), uvec4(1, 13, 7, 4)); out0 = x[1] + in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 2.0, 4.0, 12.0) | vec4(5.0, 8.0, 4.0, 11.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = x[1] + in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(4.0, 4.0, 7.0, 14.0) | vec4(6.0, 7.0, 4.0, 15.0) | vec4(3.0, 14.0, 9.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4[] x = vec4[] (vec4(1.0, 2.0, 3.0, 4.0), vec4(2.0, 1.0, 2.0, 6.0), vec4(3.0, 7.0, 2.0, 5.0)); out0 = x[1] + in0; ${OUTPUT} } "" end end # subscript_before_input end # array_subscripts group functions "Function calls" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 2.0 | 2.0 | 6.0 | 10.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} float func (float a) { return a * float(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 4 | 2 | 2 | 6 | 10 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} uint func (uint a) { return a * uint(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 2.0 | 6.0 | 8.0 | 14.0 | 22.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} float func (float a) { return a * float(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(2, 4) | uvec2(4, 2) | uvec2(6, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} uvec2 func (uvec2 a) { return a * uvec2(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(4.0, 2.0) | vec2(6.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec2 func (vec2 a) { return a * vec2(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(4.0, 6.0) | vec2(8.0, 12.0) | vec2(2.0, 26.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec2 func (vec2 a) { return a * vec2(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(2, 4, 6) | uvec3(4, 2, 4) | uvec3(6, 14, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} uvec3 func (uvec3 a) { return a * uvec3(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(4.0, 2.0, 4.0) | vec3(6.0, 14.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec3 func (vec3 a) { return a * vec3(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(4.0, 6.0, 10.0) | vec3(8.0, 12.0, 4.0) | vec3(2.0, 26.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec3 func (vec3 a) { return a * vec3(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(2, 4, 6, 8) | uvec4(4, 2, 4, 12) | uvec4(6, 14, 4, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} uvec4 func (uvec4 a) { return a * uvec4(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(4.0, 2.0, 4.0, 12.0) | vec4(6.0, 14.0, 4.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec4 func (vec4 a) { return a * vec4(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(4.0, 6.0, 10.0, 16.0) | vec4(8.0, 12.0, 4.0, 18.0) | vec4(2.0, 26.0, 14.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} vec4 func (vec4 a) { return a * vec4(2); } void main() { ${SETUP} out0 = func(in0); ${OUTPUT} } "" end end # functions group struct_fields "Struct field selectors" group input_before_field "Input before field" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { float val; } x; x.val = 2.0; out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 3 | 2 | 2 | 4 | 6 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uint val; } x; x.val = 1; out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(4, 5) | uvec2(3, 4) | uvec2(3, 4) | uvec2(5, 6) | uvec2(7, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec2 val; } x; x.val = uvec2(2, 3); out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(4, 5, 7) | uvec3(3, 4, 6) | uvec3(3, 4, 6) | uvec3(5, 6, 8) | uvec3(7, 8, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec3 val; } x; x.val = uvec3(2, 3, 5); out0 = in0 + x.val; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(4, 5, 7, 10) | uvec4(3, 4, 6, 9) | uvec4(3, 4, 6, 9) | uvec4(5, 6, 8, 11) | uvec4(7, 8, 10, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec4 val; } x; x.val = uvec4(2, 3, 5, 8); out0 = in0 + x.val; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { float val; } x; x.val = 2.0; out0 = in0 + x.val; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = in0 + x.val; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = in0 + x.val; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(3, 5) | uvec2(4, 4) | uvec2(5, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec2 val; } x; x.val = uvec2(2, 3); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = in0 + x.val; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(3, 5, 8) | uvec3(4, 4, 7) | uvec3(5, 10, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec3 val; } x; x.val = uvec3(2, 3, 5); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = in0 + x.val; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(3, 5, 8, 12) | uvec4(4, 4, 7, 14) | uvec4(5, 10, 7, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec4 val; } x; x.val = uvec4(2, 3, 5, 8); out0 = in0 + x.val; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = in0 + x.val; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = in0 + x.val; ${OUTPUT} } "" end end # input_before_field group field_before_input "Field before input" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 4.0 | 3.0 | 3.0 | 5.0 | 7.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { float val; } x; x.val = 2.0; out0 = x.val + in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 3 | 2 | 2 | 4 | 6 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uint val; } x; x.val = 1; out0 = x.val + in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(2.0, 3.0) | vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(6.0, 7.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = x.val + in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(3.0, 4.0, 5.0) | vec3(2.0, 3.0, 4.0) | vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(6.0, 7.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = x.val + in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(3.0, 4.0, 5.0, 6.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(6.0, 7.0, 8.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = x.val + in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(4, 5) | uvec2(3, 4) | uvec2(3, 4) | uvec2(5, 6) | uvec2(7, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec2 val; } x; x.val = uvec2(2, 3); out0 = x.val + in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(4, 5, 7) | uvec3(3, 4, 6) | uvec3(3, 4, 6) | uvec3(5, 6, 8) | uvec3(7, 8, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec3 val; } x; x.val = uvec3(2, 3, 5); out0 = x.val + in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(4, 5, 7, 10) | uvec4(3, 4, 6, 9) | uvec4(3, 4, 6, 9) | uvec4(5, 6, 8, 11) | uvec4(7, 8, 10, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec4 val; } x; x.val = uvec4(2, 3, 5, 8); out0 = x.val + in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 5.0 | 6.0 | 9.0 | 13.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { float val; } x; x.val = 2.0; out0 = x.val + in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(2.0, 3.0) | vec2(4.0, 5.0) | vec2(5.0, 6.0) | vec2(8.0, 9.0) | vec2(12.0, 13.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = x.val + in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(2.0, 3.0, 4.0) | vec3(4.0, 5.0, 6.0) | vec3(5.0, 6.0, 7.0) | vec3(8.0, 9.0, 10.0) | vec3(12.0, 13.0, 14.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = x.val + in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(2.0, 3.0, 4.0, 5.0) | vec4(4.0, 5.0, 6.0, 7.0) | vec4(5.0, 6.0, 7.0, 8.0) | vec4(8.0, 9.0, 10.0, 11.0) | vec4(12.0, 13.0, 14.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = x.val + in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(3, 5) | uvec2(4, 4) | uvec2(5, 10) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec2 val; } x; x.val = uvec2(2, 3); out0 = x.val + in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(2.0, 4.0) | vec2(3.0, 3.0) | vec2(4.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = x.val + in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(3.0, 5.0) | vec2(5.0, 8.0) | vec2(2.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec2 val; } x; x.val = vec2(1.0, 2.0); out0 = x.val + in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(3, 5, 8) | uvec3(4, 4, 7) | uvec3(5, 10, 7) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec3 val; } x; x.val = uvec3(2, 3, 5); out0 = x.val + in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(2.0, 4.0, 6.0) | vec3(3.0, 3.0, 5.0) | vec3(4.0, 9.0, 5.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = x.val + in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(3.0, 5.0, 8.0) | vec3(5.0, 8.0, 5.0) | vec3(2.0, 15.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec3 val; } x; x.val = vec3(1.0, 2.0, 3.0); out0 = x.val + in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(3, 5, 8, 12) | uvec4(4, 4, 7, 14) | uvec4(5, 10, 7, 13) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec4 val; } x; x.val = uvec4(2, 3, 5, 8); out0 = x.val + in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(2.0, 4.0, 6.0, 8.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(4.0, 9.0, 5.0, 9.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = x.val + in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(3.0, 5.0, 8.0, 12.0) | vec4(5.0, 8.0, 5.0, 13.0) | vec4(2.0, 15.0, 10.0, 8.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { vec4 val; } x; x.val = vec4(1.0, 2.0, 3.0, 4.0); out0 = x.val + in0; ${OUTPUT} } "" end end # field_before_input end # struct_fields group parenthesized_expressions "Parenthesized expressions" group paren_expr_before_literal "Parenthesized expression before literal" group input_in_parens "Input variable in parenthesized expression" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 6.0 | 4.0 | 4.0 | 8.0 | 12.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + 1.0) * 2.0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 5 | 4 | 4 | 6 | 8 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + 3) * 1; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(4.0, 6.0) | vec2(3.0, 4.0) | vec2(3.0, 4.0) | vec2(5.0, 8.0) | vec2(7.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec2(2.0, 1.0)) * vec2(1.0, 2.0); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(4.0, 6.0, 12.0) | vec3(3.0, 4.0, 9.0) | vec3(3.0, 4.0, 9.0) | vec3(5.0, 8.0, 15.0) | vec3(7.0, 12.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec3(2.0, 1.0, 2.0)) * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(4.0, 6.0, 12.0, 32.0) | vec4(3.0, 4.0, 9.0, 28.0) | vec4(3.0, 4.0, 9.0, 28.0) | vec4(5.0, 8.0, 15.0, 36.0) | vec4(7.0, 12.0, 21.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec4(2.0, 1.0, 2.0, 6.0)) * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(12, 24) | uvec2(10, 21) | uvec2(10, 21) | uvec2(14, 27) | uvec2(18, 33) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec2(4, 6)) * ivec2(2, 3); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(12, 24, 20) | uvec3(10, 21, 15) | uvec3(10, 21, 15) | uvec3(14, 27, 25) | uvec3(18, 33, 35) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec3(4, 6, 2)) * ivec3(2, 3, 5); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(12, 24, 20, 88) | uvec4(10, 21, 15, 80) | uvec4(10, 21, 15, 80) | uvec4(14, 27, 25, 96) | uvec4(18, 33, 35, 112) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec4(4, 6, 2, 9)) * ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 4.0 | 8.0 | 10.0 | 16.0 | 24.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + 1.0) * 2.0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(5.0, 8.0) | vec2(6.0, 10.0) | vec2(9.0, 16.0) | vec2(13.0, 24.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec2(2.0, 1.0)) * vec2(1.0, 2.0); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 4.0, 9.0) | vec3(5.0, 8.0, 15.0) | vec3(6.0, 10.0, 18.0) | vec3(9.0, 16.0, 27.0) | vec3(13.0, 24.0, 39.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec3(2.0, 1.0, 2.0)) * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 4.0, 9.0, 28.0) | vec4(5.0, 8.0, 15.0, 36.0) | vec4(6.0, 10.0, 18.0, 40.0) | vec4(9.0, 16.0, 27.0, 52.0) | vec4(13.0, 24.0, 39.0, 68.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec4(2.0, 1.0, 2.0, 6.0)) * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(10, 24) | uvec2(12, 21) | uvec2(14, 39) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec2(4, 6)) * ivec2(2, 3); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 6.0) | vec2(4.0, 4.0) | vec2(5.0, 16.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec2(2.0, 1.0)) * vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(4.0, 8.0) | vec2(6.0, 14.0) | vec2(3.0, 28.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec2(2.0, 1.0)) * vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(10, 24, 25) | uvec3(12, 21, 20) | uvec3(14, 39, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec3(4, 6, 2)) * ivec3(2, 3, 5); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 6.0, 15.0) | vec3(4.0, 4.0, 12.0) | vec3(5.0, 16.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec3(2.0, 1.0, 2.0)) * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(4.0, 8.0, 21.0) | vec3(6.0, 14.0, 12.0) | vec3(3.0, 28.0, 27.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec3(2.0, 1.0, 2.0)) * vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(10, 24, 25, 104) | uvec4(12, 21, 20, 120) | uvec4(14, 39, 20, 112) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + ivec4(4, 6, 2, 9)) * ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 6.0, 15.0, 40.0) | vec4(4.0, 4.0, 12.0, 48.0) | vec4(5.0, 16.0, 12.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec4(2.0, 1.0, 2.0, 6.0)) * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(4.0, 8.0, 21.0, 56.0) | vec4(6.0, 14.0, 12.0, 60.0) | vec4(3.0, 28.0, 27.0, 40.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (in0 + vec4(2.0, 1.0, 2.0, 6.0)) * vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end end # input_in_parens group input_outside_parens "Input variable outside parenthesized expression" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 6.0 | 3.0 | 3.0 | 9.0 | 15.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (2.0 + 1.0) * in0; ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 8 | 4 | 4 | 12 | 20 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (1 + 3) * in0; ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(6.0, 6.0) | vec2(3.0, 3.0) | vec2(3.0, 3.0) | vec2(9.0, 9.0) | vec2(15.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec2(1.0, 2.0) + vec2(2.0, 1.0)) * in0; ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(6.0, 6.0, 10.0) | vec3(3.0, 3.0, 5.0) | vec3(3.0, 3.0, 5.0) | vec3(9.0, 9.0, 15.0) | vec3(15.0, 15.0, 25.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)) * in0; ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(6.0, 6.0, 10.0, 20.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(9.0, 9.0, 15.0, 30.0) | vec4(15.0, 15.0, 25.0, 50.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)) * in0; ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(12, 18) | uvec2(6, 9) | uvec2(6, 9) | uvec2(18, 27) | uvec2(30, 45) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec2(2, 3) + ivec2(4, 6)) * in0; ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(12, 18, 14) | uvec3(6, 9, 7) | uvec3(6, 9, 7) | uvec3(18, 27, 21) | uvec3(30, 45, 35) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec3(2, 3, 5) + ivec3(4, 6, 2)) * in0; ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(12, 18, 14, 34) | uvec4(6, 9, 7, 17) | uvec4(6, 9, 7, 17) | uvec4(18, 27, 21, 51) | uvec4(30, 45, 35, 85) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec4(2, 3, 5, 8) + ivec4(4, 6, 2, 9)) * in0; ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 9.0 | 12.0 | 21.0 | 33.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (2.0 + 1.0) * in0; ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 3.0) | vec2(9.0, 9.0) | vec2(12.0, 12.0) | vec2(21.0, 21.0) | vec2(33.0, 33.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec2(1.0, 2.0) + vec2(2.0, 1.0)) * in0; ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 3.0, 5.0) | vec3(9.0, 9.0, 15.0) | vec3(12.0, 12.0, 20.0) | vec3(21.0, 21.0, 35.0) | vec3(33.0, 33.0, 55.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)) * in0; ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 3.0, 5.0, 10.0) | vec4(9.0, 9.0, 15.0, 30.0) | vec4(12.0, 12.0, 20.0, 40.0) | vec4(21.0, 21.0, 35.0, 70.0) | vec4(33.0, 33.0, 55.0, 110.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)) * in0; ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(6, 18) | uvec2(12, 9) | uvec2(18, 63) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec2(2, 3) + ivec2(4, 6)) * in0; ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 6.0) | vec2(6.0, 3.0) | vec2(9.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec2(1.0, 2.0) + vec2(2.0, 1.0)) * in0; ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(6.0, 9.0) | vec2(12.0, 18.0) | vec2(3.0, 39.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec2(1.0, 2.0) + vec2(2.0, 1.0)) * in0; ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(6, 18, 21) | uvec3(12, 9, 14) | uvec3(18, 63, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec3(2, 3, 5) + ivec3(4, 6, 2)) * in0; ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 6.0, 15.0) | vec3(6.0, 3.0, 10.0) | vec3(9.0, 21.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)) * in0; ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(6.0, 9.0, 25.0) | vec3(12.0, 18.0, 10.0) | vec3(3.0, 39.0, 35.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)) * in0; ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(6, 18, 21, 68) | uvec4(12, 9, 14, 102) | uvec4(18, 63, 14, 85) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (ivec4(2, 3, 5, 8) + ivec4(4, 6, 2, 9)) * in0; ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 6.0, 15.0, 40.0) | vec4(6.0, 3.0, 10.0, 60.0) | vec4(9.0, 21.0, 10.0, 50.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)) * in0; ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(6.0, 9.0, 25.0, 80.0) | vec4(12.0, 18.0, 10.0, 90.0) | vec4(3.0, 39.0, 35.0, 40.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)) * in0; ${OUTPUT} } "" end end # input_outside_parens end # paren_expr_before_literal group literal_before_paren_expr "Literal before parenthesized expression" group input_in_parens "Input variable in parenthesized expression" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 6.0 | 4.0 | 4.0 | 8.0 | 12.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 * (in0 + 1.0); ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 5 | 4 | 4 | 6 | 8 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 1 * (in0 + 3); ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(4.0, 6.0) | vec2(3.0, 4.0) | vec2(3.0, 4.0) | vec2(5.0, 8.0) | vec2(7.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * (in0 + vec2(2.0, 1.0)); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(4.0, 6.0, 12.0) | vec3(3.0, 4.0, 9.0) | vec3(3.0, 4.0, 9.0) | vec3(5.0, 8.0, 15.0) | vec3(7.0, 12.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * (in0 + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(4.0, 6.0, 12.0, 32.0) | vec4(3.0, 4.0, 9.0, 28.0) | vec4(3.0, 4.0, 9.0, 28.0) | vec4(5.0, 8.0, 15.0, 36.0) | vec4(7.0, 12.0, 21.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * (in0 + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(12, 24) | uvec2(10, 21) | uvec2(10, 21) | uvec2(14, 27) | uvec2(18, 33) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec2(2, 3) * (in0 + ivec2(4, 6)); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(12, 24, 20) | uvec3(10, 21, 15) | uvec3(10, 21, 15) | uvec3(14, 27, 25) | uvec3(18, 33, 35) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec3(2, 3, 5) * (in0 + ivec3(4, 6, 2)); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(12, 24, 20, 88) | uvec4(10, 21, 15, 80) | uvec4(10, 21, 15, 80) | uvec4(14, 27, 25, 96) | uvec4(18, 33, 35, 112) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec4(2, 3, 5, 8) * (in0 + ivec4(4, 6, 2, 9)); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 4.0 | 8.0 | 10.0 | 16.0 | 24.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = 2.0 * (in0 + 1.0); ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 4.0) | vec2(5.0, 8.0) | vec2(6.0, 10.0) | vec2(9.0, 16.0) | vec2(13.0, 24.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * (in0 + vec2(2.0, 1.0)); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 4.0, 9.0) | vec3(5.0, 8.0, 15.0) | vec3(6.0, 10.0, 18.0) | vec3(9.0, 16.0, 27.0) | vec3(13.0, 24.0, 39.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * (in0 + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 4.0, 9.0, 28.0) | vec4(5.0, 8.0, 15.0, 36.0) | vec4(6.0, 10.0, 18.0, 40.0) | vec4(9.0, 16.0, 27.0, 52.0) | vec4(13.0, 24.0, 39.0, 68.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * (in0 + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(10, 24) | uvec2(12, 21) | uvec2(14, 39) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec2(2, 3) * (in0 + ivec2(4, 6)); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 6.0) | vec2(4.0, 4.0) | vec2(5.0, 16.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * (in0 + vec2(2.0, 1.0)); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(4.0, 8.0) | vec2(6.0, 14.0) | vec2(3.0, 28.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec2(1.0, 2.0) * (in0 + vec2(2.0, 1.0)); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(10, 24, 25) | uvec3(12, 21, 20) | uvec3(14, 39, 20) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec3(2, 3, 5) * (in0 + ivec3(4, 6, 2)); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 6.0, 15.0) | vec3(4.0, 4.0, 12.0) | vec3(5.0, 16.0, 12.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * (in0 + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(4.0, 8.0, 21.0) | vec3(6.0, 14.0, 12.0) | vec3(3.0, 28.0, 27.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec3(1.0, 2.0, 3.0) * (in0 + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(10, 24, 25, 104) | uvec4(12, 21, 20, 120) | uvec4(14, 39, 20, 112) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = ivec4(2, 3, 5, 8) * (in0 + ivec4(4, 6, 2, 9)); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 6.0, 15.0, 40.0) | vec4(4.0, 4.0, 12.0, 48.0) | vec4(5.0, 16.0, 12.0, 44.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * (in0 + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(4.0, 8.0, 21.0, 56.0) | vec4(6.0, 14.0, 12.0, 60.0) | vec4(3.0, 28.0, 27.0, 40.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = vec4(1.0, 2.0, 3.0, 4.0) * (in0 + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end end # input_in_parens group input_outside_parens "Input variable outside parenthesized expression" case int_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output float out0 = [ 6.0 | 3.0 | 3.0 | 9.0 | 15.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (2.0 + 1.0); ${OUTPUT} } "" end case int_to_uint version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uint out0 = [ 8 | 4 | 4 | 12 | 20 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (1 + 3); ${OUTPUT} } "" end case int_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec2 out0 = [ vec2(6.0, 6.0) | vec2(3.0, 3.0) | vec2(3.0, 3.0) | vec2(9.0, 9.0) | vec2(15.0, 15.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec2(1.0, 2.0) + vec2(2.0, 1.0)); ${OUTPUT} } "" end case int_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec3 out0 = [ vec3(6.0, 6.0, 10.0) | vec3(3.0, 3.0, 5.0) | vec3(3.0, 3.0, 5.0) | vec3(9.0, 9.0, 15.0) | vec3(15.0, 15.0, 25.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case int_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output vec4 out0 = [ vec4(6.0, 6.0, 10.0, 20.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(3.0, 3.0, 5.0, 10.0) | vec4(9.0, 9.0, 15.0, 30.0) | vec4(15.0, 15.0, 25.0, 50.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case int_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec2 out0 = [ uvec2(12, 18) | uvec2(6, 9) | uvec2(6, 9) | uvec2(18, 27) | uvec2(30, 45) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec2(2, 3) + ivec2(4, 6)); ${OUTPUT} } "" end case int_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec3 out0 = [ uvec3(12, 18, 14) | uvec3(6, 9, 7) | uvec3(6, 9, 7) | uvec3(18, 27, 21) | uvec3(30, 45, 35) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec3(2, 3, 5) + ivec3(4, 6, 2)); ${OUTPUT} } "" end case int_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input int in0 = [ 2 | 1 | 1 | 3 | 5 ]; output uvec4 out0 = [ uvec4(12, 18, 14, 34) | uvec4(6, 9, 7, 17) | uvec4(6, 9, 7, 17) | uvec4(18, 27, 21, 51) | uvec4(30, 45, 35, 85) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec4(2, 3, 5, 8) + ivec4(4, 6, 2, 9)); ${OUTPUT} } "" end case uint_to_float version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output float out0 = [ 3.0 | 9.0 | 12.0 | 21.0 | 33.0 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (2.0 + 1.0); ${OUTPUT} } "" end case uint_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec2 out0 = [ vec2(3.0, 3.0) | vec2(9.0, 9.0) | vec2(12.0, 12.0) | vec2(21.0, 21.0) | vec2(33.0, 33.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec2(1.0, 2.0) + vec2(2.0, 1.0)); ${OUTPUT} } "" end case uint_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec3 out0 = [ vec3(3.0, 3.0, 5.0) | vec3(9.0, 9.0, 15.0) | vec3(12.0, 12.0, 20.0) | vec3(21.0, 21.0, 35.0) | vec3(33.0, 33.0, 55.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case uint_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output vec4 out0 = [ vec4(3.0, 3.0, 5.0, 10.0) | vec4(9.0, 9.0, 15.0, 30.0) | vec4(12.0, 12.0, 20.0, 40.0) | vec4(21.0, 21.0, 35.0, 70.0) | vec4(33.0, 33.0, 55.0, 110.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case ivec2_to_uvec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec2 out0 = [ uvec2(6, 18) | uvec2(12, 9) | uvec2(18, 63) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec2(2, 3) + ivec2(4, 6)); ${OUTPUT} } "" end case ivec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec2 out0 = [ vec2(3.0, 6.0) | vec2(6.0, 3.0) | vec2(9.0, 21.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec2(1.0, 2.0) + vec2(2.0, 1.0)); ${OUTPUT} } "" end case uvec2_to_vec2 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec2 out0 = [ vec2(6.0, 9.0) | vec2(12.0, 18.0) | vec2(3.0, 39.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec2(1.0, 2.0) + vec2(2.0, 1.0)); ${OUTPUT} } "" end case ivec3_to_uvec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec3 out0 = [ uvec3(6, 18, 21) | uvec3(12, 9, 14) | uvec3(18, 63, 14) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec3(2, 3, 5) + ivec3(4, 6, 2)); ${OUTPUT} } "" end case ivec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec3 out0 = [ vec3(3.0, 6.0, 15.0) | vec3(6.0, 3.0, 10.0) | vec3(9.0, 21.0, 10.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case uvec3_to_vec3 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec3 out0 = [ vec3(6.0, 9.0, 25.0) | vec3(12.0, 18.0, 10.0) | vec3(3.0, 39.0, 35.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec3(1.0, 2.0, 3.0) + vec3(2.0, 1.0, 2.0)); ${OUTPUT} } "" end case ivec4_to_uvec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec4 out0 = [ uvec4(6, 18, 21, 68) | uvec4(12, 9, 14, 102) | uvec4(18, 63, 14, 85) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (ivec4(2, 3, 5, 8) + ivec4(4, 6, 2, 9)); ${OUTPUT} } "" end case ivec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec4 out0 = [ vec4(3.0, 6.0, 15.0, 40.0) | vec4(6.0, 3.0, 10.0, 60.0) | vec4(9.0, 21.0, 10.0, 50.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end case uvec4_to_vec4 version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec4 out0 = [ vec4(6.0, 9.0, 25.0, 80.0) | vec4(12.0, 18.0, 10.0, 90.0) | vec4(3.0, 39.0, 35.0, 40.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 * (vec4(1.0, 2.0, 3.0, 4.0) + vec4(2.0, 1.0, 2.0, 6.0)); ${OUTPUT} } "" end end # input_outside_parens end # literal_before_paren_expr end # parenthesized_expressions group invalid "Invalid conversions" group variables "Single variables" case uint_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output int out0 = [ 2 | 2 | 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case uint_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case uint_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case uint_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uint in0 = [ 1 | 3 | 4 | 7 | 11 ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec2_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case ivec2_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case ivec2_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case ivec2_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec2_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case ivec2_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case ivec2_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec2 in0 = [ ivec2(1, 2) | ivec2(2, 1) | ivec2(3, 7) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec2_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case uvec2_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case uvec2_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case uvec2_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case uvec2_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case uvec2_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case uvec2_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec2_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec2 in0 = [ uvec2(2, 3) | uvec2(4, 6) | uvec2(1, 13) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec3_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case ivec3_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case ivec3_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case ivec3_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case ivec3_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case ivec3_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec3_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec3 in0 = [ ivec3(1, 2, 3) | ivec3(2, 1, 2) | ivec3(3, 7, 2) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case uvec3_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case uvec3_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case uvec3_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case uvec3_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case uvec3_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case uvec3_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case uvec3_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec3_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec3 in0 = [ uvec3(2, 3, 5) | uvec3(4, 6, 2) | uvec3(1, 13, 7) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case ivec4_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case ivec4_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case ivec4_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case ivec4_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case ivec4_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case ivec4_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case ivec4_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input ivec4 in0 = [ ivec4(1, 2, 3, 4) | ivec4(2, 1, 2, 6) | ivec4(3, 7, 2, 5) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case uvec4_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case uvec4_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case uvec4_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case uvec4_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case uvec4_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case uvec4_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case uvec4_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case uvec4_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input uvec4 in0 = [ uvec4(2, 3, 5, 8) | uvec4(4, 6, 2, 9) | uvec4(1, 13, 7, 4) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case float_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output int out0 = [ 2 | 2 | 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case float_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output uint out0 = [ 1 | 1 | 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case float_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case float_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case float_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case float_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case float_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case float_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input float in0 = [ 2.0 | 1.0 | 1.0 | 3.0 | 5.0 ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case vec2_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case vec2_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case vec2_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case vec2_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case vec2_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case vec2_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case vec2_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case vec2_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case vec2_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end case vec2_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec2 in0 = [ vec2(1.0, 2.0) | vec2(2.0, 1.0) | vec2(3.0, 7.0) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case vec3_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case vec3_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case vec3_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case vec3_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case vec3_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case vec3_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case vec3_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case vec3_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case vec3_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case vec3_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec3 in0 = [ vec3(1.0, 2.0, 3.0) | vec3(2.0, 1.0, 2.0) | vec3(3.0, 7.0, 2.0) ]; output vec4 out0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) | vec4(1.0, 2.0, 3.0, 4.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec4(1.0, 2.0, 3.0, 4.0); ${OUTPUT} } "" end case vec4_to_int expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output int out0 = [ 2 | 2 | 2 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 2; ${OUTPUT} } "" end case vec4_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output uint out0 = [ 1 | 1 | 1 ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + 1; ${OUTPUT} } "" end case vec4_to_ivec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output ivec2 out0 = [ ivec2(1, 2) | ivec2(1, 2) | ivec2(1, 2) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(1, 2); ${OUTPUT} } "" end case vec4_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output uvec2 out0 = [ uvec2(2, 3) | uvec2(2, 3) | uvec2(2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec2(2, 3); ${OUTPUT} } "" end case vec4_to_ivec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output ivec3 out0 = [ ivec3(1, 2, 3) | ivec3(1, 2, 3) | ivec3(1, 2, 3) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(1, 2, 3); ${OUTPUT} } "" end case vec4_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output uvec3 out0 = [ uvec3(2, 3, 5) | uvec3(2, 3, 5) | uvec3(2, 3, 5) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec3(2, 3, 5); ${OUTPUT} } "" end case vec4_to_ivec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output ivec4 out0 = [ ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) | ivec4(1, 2, 3, 4) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(1, 2, 3, 4); ${OUTPUT} } "" end case vec4_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output uvec4 out0 = [ uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) | uvec4(2, 3, 5, 8) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + ivec4(2, 3, 5, 8); ${OUTPUT} } "" end case vec4_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output vec2 out0 = [ vec2(1.0, 2.0) | vec2(1.0, 2.0) | vec2(1.0, 2.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec2(1.0, 2.0); ${OUTPUT} } "" end case vec4_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values { input vec4 in0 = [ vec4(1.0, 2.0, 3.0, 4.0) | vec4(2.0, 1.0, 2.0, 6.0) | vec4(3.0, 7.0, 2.0, 5.0) ]; output vec3 out0 = [ vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) | vec3(1.0, 2.0, 3.0) ]; } both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} out0 = in0 + vec3(1.0, 2.0, 3.0); ${OUTPUT} } "" end end # variables group arrays "Arrays" case int_to_float expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float a[] = int[] (2, 1, 1, 3, 5); ${OUTPUT} } "" end case int_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uint a[] = int[] (2, 1, 1, 3, 5); ${OUTPUT} } "" end case uint_to_float expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} float a[] = uint[] (1, 3, 4, 7, 11); ${OUTPUT} } "" end case ivec2_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec2 a[] = ivec2[] (uvec2(1, 2), uvec2(2, 1), uvec2(3, 7)); ${OUTPUT} } "" end case ivec2_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2 a[] = ivec2[] (vec2(1, 2), vec2(2, 1), vec2(3, 7)); ${OUTPUT} } "" end case uvec2_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec2 a[] = uvec2[] (vec2(2, 3), vec2(4, 6), vec2(1, 13)); ${OUTPUT} } "" end case ivec3_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec3 a[] = ivec3[] (uvec3(1, 2, 3), uvec3(2, 1, 2), uvec3(3, 7, 2)); ${OUTPUT} } "" end case ivec3_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3 a[] = ivec3[] (vec3(1, 2, 3), vec3(2, 1, 2), vec3(3, 7, 2)); ${OUTPUT} } "" end case uvec3_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec3 a[] = uvec3[] (vec3(2, 3, 5), vec3(4, 6, 2), vec3(1, 13, 7)); ${OUTPUT} } "" end case ivec4_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} uvec4 a[] = ivec4[] (uvec4(1, 2, 3, 4), uvec4(2, 1, 2, 6), uvec4(3, 7, 2, 5)); ${OUTPUT} } "" end case ivec4_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4 a[] = ivec4[] (vec4(1, 2, 3, 4), vec4(2, 1, 2, 6), vec4(3, 7, 2, 5)); ${OUTPUT} } "" end case uvec4_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} vec4 a[] = uvec4[] (vec4(2, 3, 5, 8), vec4(4, 6, 2, 9), vec4(1, 13, 7, 4)); ${OUTPUT} } "" end end # arrays group structs "Structs" case int_to_float expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { int value; } a; struct { float value; } b; a = 2; b = a; ${OUTPUT} } "" end case int_to_uint expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { int value; } a; struct { uint value; } b; a = 2; b = a; ${OUTPUT} } "" end case uint_to_float expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uint value; } a; struct { float value; } b; a = 1; b = a; ${OUTPUT} } "" end case ivec2_to_uvec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec2 value; } a; struct { uvec2 value; } b; a = ivec2(1, 2); b = a; ${OUTPUT} } "" end case ivec2_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec2 value; } a; struct { vec2 value; } b; a = ivec2(1, 2); b = a; ${OUTPUT} } "" end case uvec2_to_vec2 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec2 value; } a; struct { vec2 value; } b; a = uvec2(2, 3); b = a; ${OUTPUT} } "" end case ivec3_to_uvec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec3 value; } a; struct { uvec3 value; } b; a = ivec3(1, 2, 3); b = a; ${OUTPUT} } "" end case ivec3_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec3 value; } a; struct { vec3 value; } b; a = ivec3(1, 2, 3); b = a; ${OUTPUT} } "" end case uvec3_to_vec3 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec3 value; } a; struct { vec3 value; } b; a = uvec3(2, 3, 5); b = a; ${OUTPUT} } "" end case ivec4_to_uvec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec4 value; } a; struct { uvec4 value; } b; a = ivec4(1, 2, 3, 4); b = a; ${OUTPUT} } "" end case ivec4_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { ivec4 value; } a; struct { vec4 value; } b; a = ivec4(1, 2, 3, 4); b = a; ${OUTPUT} } "" end case uvec4_to_vec4 expect compile_fail version 310 es require extension { "GL_EXT_shader_implicit_conversions" } in { vertex, fragment } values {} both "" #version 310 es precision highp float; ${DECLARATIONS} void main() { ${SETUP} struct { uvec4 value; } a; struct { vec4 value; } b; a = uvec4(2, 3, 5, 8); b = a; ${OUTPUT} } "" end end # structs end # invalid