out vec4 sk_FragColor; uniform vec4 colorRed; uniform vec4 colorGreen; struct S { float x; int y; }; struct Nested { S a; S b; }; S returns_a_struct_S() { S s; s.x = 1.0; s.y = 2; return s; } S constructs_a_struct_S() { return S(2.0, 3); } float accepts_a_struct_fS(S s) { return s.x + float(s.y); } void modifies_a_struct_vS(inout S s) { s.x++; s.y++; } vec4 main() { S s = returns_a_struct_S(); float x = accepts_a_struct_fS(s); modifies_a_struct_vS(s); S expected = constructs_a_struct_S(); Nested n1; Nested n2; Nested n3; n1.a = returns_a_struct_S(); n1.b = n1.a; n2 = n1; n3 = n2; modifies_a_struct_vS(n3.b); bool valid = (((((((x == 3.0 && s.x == 2.0) && s.y == 3) && s == expected) && s == S(2.0, 3)) && s != returns_a_struct_S()) && n1 == n2) && n1 != n3) && n3 == Nested(S(1.0, 2), S(2.0, 3)); return valid ? colorGreen : colorRed; }