1#version 310 es
2
3precision lowp float;
4layout(location = 4) in float c1D;
5layout(location = 5) in vec2  c2D;
6layout(location = 6) in vec3  c3D;
7layout(location = 7) in smooth vec4  c4D;
8
9layout(location = 1) flat in int   ic1D;
10layout(location = 2) flat in ivec3 ic3D;
11layout(location = 3) flat in ivec4 ic4D;
12
13const ivec2 ic2D = ivec2(2, 3);
14
15struct s {
16    int i;
17    sampler2D s;
18};
19
20struct S2 {
21    vec3 c;
22    float f;
23};
24
25layout(location = 8) in S2 s2;
26
27layout(location = 0) out vec3 sc;
28layout(location = 1) out float sf;
29
30void main()
31{
32    float f = gl_FragCoord.y;
33    gl_FragDepth = f;
34
35    sc = s2.c;
36    sf = s2.f;
37
38    sinh(c1D) +
39    cosh(c1D) * tanh(c2D);
40    asinh(c4D) + acosh(c4D);
41    atanh(c3D);
42}
43
44void foo324(void)
45{
46    float p = pow(3.2, 4.6);
47    p += sin(0.4);
48    p += distance(vec2(10.0, 11.0), vec2(13.0, 15.0)); // 5
49    p += dot(vec3(2,3,5), vec3(-2,-1,4));              // 13
50    vec3 c3 = cross(vec3(3,-3,1), vec3(4,9,2));        // (-15, -2, 39)
51    c3 += faceforward(vec3(1,2,3), vec3(2,3,5), vec3(-2,-1,4));     // (-1,-2,-3)
52    c3 += faceforward(vec3(1,2,3), vec3(-2,-3,-5), vec3(-2,-1,4));  // (1,2,3)
53    vec2 c2 = reflect(vec2(1,3), vec2(0,1));           // (1,-3)
54    c2 += refract(vec2(1,3), vec2(0,1), 1.0);          // (1,-3)
55    c2 += refract(vec2(1,3), vec2(0,1), 3.0);
56    c2 += refract(vec2(1,0.1), vec2(0,1), 5.0);        // (0,0)
57    mat3x2 m32 = outerProduct(vec2(2,3), vec3(5,7,11));// rows: (10, 14, 22), (15, 21, 33)
58}
59