1// Ensure that GLSL type aliases compile without error 2#version 300 3 4float f; 5uint u; 6 7vec4 main(vec2 coords) { 8 uvec2 uv2 = uvec2(u, u); 9 uvec3 uv3 = uvec3(uv2, u); 10 uvec4 uv4 = uvec4(uv3, u); 11 12 mat2x4 m2 = mat2x4(mat2x3(mat2x2(f))); 13 mat3x4 m3 = mat3x4(mat3x3(mat3x2(f))); 14 mat4x4 m4 = mat4x4(mat4x3(mat4x2(f))); 15 16 return vec4(uv4) * m2[0] * m3[0] * m4[0]; 17} 18