// Expect 12 errors uniform shader s; uniform colorFilter f; uniform blender b; uniform float2 xy; uniform half4 color; half4 eval_shader_xy_color() { return s.eval(xy, color); } half4 eval_shader_color() { return s.eval(color); } half4 eval_shader_color_xy() { return s.eval(color, xy); } half4 eval_shader_empty() { return s.eval(); } half4 eval_shader_matrix() { return s.eval(float3x3(1)); } half4 eval_colorFilter_empty() { return f.eval(); } half4 eval_colorFilter_xy() { return f.eval(xy); } half4 eval_colorFilter_xy_color() { return f.eval(xy, color); } half4 eval_blender_empty() { return b.eval(); } half4 eval_blender_color() { return b.eval(color); } half4 eval_blender_xy() { return b.eval(xy); } half4 eval_blender_xy_color() { return b.eval(xy, color); } // Correct usage (EXPECT NO ERRORS) half4 eval_blender() { return b.eval(color, color); } half4 eval_colorFilter() { return f.eval(color); } half4 eval_shader() { return s.eval(xy); }