#version 310 es precision mediump float; precision highp int; struct Foo { float elems[(4 + 2)]; }; layout(location = 0) out vec4 FragColor; void main() { float t0 = 1.0; float t1 = 2.0; mediump uint c0 = (uint(3) + 0u); mediump int c1 = (-3); mediump int c2 = (~3); mediump int c3 = (3 + 4); mediump int c4 = (3 - 4); mediump int c5 = (3 * 4); mediump int c6 = (3 / 4); mediump uint c7 = (5u / 6u); mediump int c8 = (3 % 4); mediump uint c9 = (5u % 6u); mediump int c10 = (3 >> 4); mediump uint c11 = (5u >> 6u); mediump int c12 = (3 << 4); mediump int c13 = (3 | 4); mediump int c14 = (3 ^ 4); mediump int c15 = (3 & 4); bool c16 = (false || true); bool c17 = (false && true); bool c18 = (!false); bool c19 = (false == true); bool c20 = (false != true); bool c21 = (3 == 4); bool c22 = (3 != 4); bool c23 = (3 < 4); bool c24 = (5u < 6u); bool c25 = (3 > 4); bool c26 = (5u > 6u); bool c27 = (3 <= 4); bool c28 = (5u <= 6u); bool c29 = (3 >= 4); bool c30 = (5u >= 6u); mediump int c31 = c8 + c3; mediump int c32 = int(5u + 0u); bool c33 = (3 != int(0u)); bool c34 = (5u != 0u); mediump int c35 = int(false); mediump uint c36 = uint(false); float c37 = float(false); float vec0[4][(3 + 3)]; float vec1[(3 + 2)][(4 + 5)]; Foo foo; FragColor = ((vec4(t0 + t1) + vec4(vec0[0][0])) + vec4(vec1[0][0])) + vec4(foo.elems[3]); }