#version 300 es int imax, imin; uint umax, umin; vec3 x, y; // ERROR, needs default precision bvec3 bv; uint uy; uvec2 uv2c; uvec2 uv2y; uvec2 uv2x; uvec4 uv4y; ivec3 iv3a; ivec3 iv3b; ivec4 iv4a; ivec4 iv4b; float f; vec2 v2a, v2b; vec4 v4; void main() { // 1.3 int vec3 v = mix(x, y, bv); ivec4 iv10 = abs(iv4a); ivec4 iv11 = sign(iv4a); ivec4 iv12 = min(iv4a, iv4b); ivec4 iv13 = min(iv4a, imin); uvec2 u = min(uv2x, uv2y); uvec4 uv = min(uv4y, uy); ivec3 iv14 = max(iv3a, iv3b); ivec4 iv15 = max(iv4a, imax); uvec2 u10 = max(uv2x, uv2y); uvec2 u11 = max(uv2x, uy); ivec4 iv16 = clamp(iv4a, iv4a, iv4b); ivec4 iv17 = clamp(iv4a, imin, imax); uvec2 u12 = clamp(uv2x, uv2y, uv2c); uvec4 uv10 = clamp(uv4y, umin, umax); // 1.3 float vec3 modfOut; vec3 v11 = modf(x, modfOut); float t = trunc(f); vec2 v12 = round(v2a); vec2 v13 = roundEven(v2a); bvec2 b10 = isnan(v2a); bvec4 b11 = isinf(v4); // 3.3 float int i = floatBitsToInt(f); uvec4 uv11 = floatBitsToUint(v4); vec4 v14 = intBitsToFloat(iv4a); vec2 v15 = uintBitsToFloat(uv2c); // 4.0 pack uint u19 = packSnorm2x16(v2a); vec2 v20 = unpackSnorm2x16(uy); uint u15 = packUnorm2x16(v2a); vec2 v16 = unpackUnorm2x16(uy); uint u17 = packHalf2x16(v2b); vec2 v18 = unpackHalf2x16(uy); // not present noise2(v18); // ERROR, not present float t__; // ERROR, no __ until revision 310 // ERROR, no __ until revision 310 #define __D }