bool success; bool done = false; int i; int i, j = 42; int j = 1; uint k = 3u; float x = 1.0; float a = 1.5, b; vec2 texcoord1, texcoord2; vec3 position; vec4 myRGBA; ivec2 textureLookup; bvec3 less; mat2 mat2D; mat3 optMatrix; mat4 view; mat3x2 m; struct light { float intensity; vec3 position; } lightVar; light lightVar3; float frequencies[3]; uniform vec4 lightPosition[4]; light lights[]; const int numLights = 2; light lights[numLights]; int a[5]; const float coef = 2.75; int f (); float[5] foo(); void foo (float[5]); void foo (float a[5]); const vec3 zAxis = vec3 (0.0, 0.0, 1.0); in vec4 position; in vec3 normal; in vec2 texCoord[4]; in float foo[]; centroid out vec2 TexCoord; invariant centroid out vec4 Color; invariant flat centroid out vec4 Color; noperspective out float temperature; flat out vec3 myColor; noperspective centroid out vec2 myTexCoord; out vec4 FragmentColor; out uint Luminosity; uniform Transform { mat4 ModelViewMatrix; mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; float Deformation; }; in Material { smooth in vec4 Color1; smooth vec4 Color2; vec2 TexCoord; }; out Vertex { vec4 Position; vec2 Texture; } Coords; uniform Transform { mat4 ModelViewMatrix; mat4 ModelViewProjectionMatrix; float Deformation; } transforms[4]; layout (triangles) in; layout (origin_upper_left) in vec4 gl_FragCoord; layout (pixel_center_integer) in vec4 gl_FragCoord; layout (origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; layout (triangle_strip, max_vertices = 60) out; layout (triangle_strip) out; layout (max_vertices = 60) out; layout (shared, column_major) uniform; layout (std140) uniform Transform { mat4 M1; layout (column_major) mat4 M2; mat3 N1; }; flat out vec4 gl_FrontColor; lowp float color; out mediump vec2 P; lowp ivec2 foo(lowp mat3); highp mat4 m; precision highp float; precision highp int; precision mediump int; invariant gl_Position; out vec3 Color; invariant Color; invariant centroid out vec3 Color; vec4 color = vec4(0.0, 1.0, 0.0, 1.0); void main () { } int i = 1 - 5 * 4 + 3; int i = 1 - (5 * 4) + 3; int i = (1 - 5) * 4 + 3; int i = (1 - 5) * (4 + 3); bool b = 1 < 2; void main () { if (intensity < 0.0) /* a comment */ return; if (a & b) return; if (a | b) return; if (a && b) return; if (a || b) return; } layout (std140) uniform PatternBlock { float pattern[100]; float arr[]; }; float x = a / b / c; float x = (a / b) / c; float x = a / (b / c);