1// Ensure that GLSL type aliases compile without error
2float f;
3int i;
4bool b;
5
6vec4 main(vec2 coords) {
7 vec4 fv = vec4( vec3( vec2(f), f), f);
8 ivec4 iv = ivec4(ivec3(ivec2(i), i), i);
9 bvec4 bv = bvec4(bvec3(bvec2(b), b), b);
10
11 mat4 m = mat4(mat3(mat2(f)));
12
13 return fv;
14}
15