# not declared in vertex shader, declared in fragment shader
case varying_1
    desc "varying declared in fragment shader, no reference in vertex shader"
    values { output float out0 = 1.0; }
    vertex ""
        ${VERTEX_DECLARATIONS}
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        varying mediump float var;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = 1.0;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# declared in vertex shader, no reference in frag shader
case varying_2
    desc "varying declared in vertex shader, no reference in fragment shader"
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# declared in vertex shader, declared in frag shader
case varying_3
    desc "varying declared in both vertex and fragment shader, but not used"
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump float var;
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# declared in vertex shader, static use in frag shader
case varying_4
    desc "varying declared in both shaders, statically used in fragment shader"
    values { uniform bool u_false = false; }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump float var;
        uniform bool u_false;
        void main()
        {
            if (u_false)
                gl_FragColor = vec4(var);
            else
                gl_FragColor = vec4(1.0);
        }
    ""
end

# static use in vertex shader, no reference in fragment shader
case varying_5
    desc "varying declared and statically used in vertex shader, no reference in fragment shader"
    values { uniform bool u_false = false; }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            if (u_false)
                var = 1.0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# static use in vertex shader, declared in fragment shader
case varying_6
    desc "varying declared and statically used in vertex shader, only declared in fragment shader"
    values { uniform bool u_false = false; }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            if (u_false)
                var = 1.0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump float var;
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# static use in vertex shader, used in fragment shader
case varying_7
    desc "varying statically used in both vertex and fragment shader"
    values { uniform bool u_false = false; }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            if (u_false)
                var = 1.0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        ${FRAGMENT_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            if (u_false)
                gl_FragColor = vec4(var);
            else
                gl_FragColor = vec4(1.0);
        }
    ""
end

case varying_type_float
    desc "varying of type float"
    values
    {
        input float in0 = [ -1.25 | -25.65 | 1.0 | 2.25 | 3.4 | 16.0 ];
        output float out0 = [ -1.25 | -25.65 | 1.0 | 2.25 | 3.4 | 16.0 ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying float var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_vec2
    desc "varying of type vec2"
    values
    {
        input vec2 in0 = [ vec2(-1.25, 1.25) | vec2(-25.65, -7.25) | vec2(0.0, 1.0) | vec2(2.25, 2.25) | vec2(3.4, 9.5) | vec2(16.0, 32.0) ];
        output vec2 out0 = [ vec2(-1.25, 1.25) | vec2(-25.65, -7.25) | vec2(0.0, 1.0) | vec2(2.25, 2.25) | vec2(3.4, 9.5) | vec2(16.0, 32.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump vec2 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying vec2 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_vec3
    desc "varying of type vec3"
    values
    {
        input vec3 in0 = [ vec3(-1.25, 1.25, -9.5) | vec3(-25.65, -7.25, 14.21) | vec3(0.0, 1.0, -1.0) | vec3(2.25, 2.25, 22.5) | vec3(3.4, 9.5, 19.5) | vec3(16.0, 32.0, -64.0) ];
        output vec3 out0 = [ vec3(-1.25, 1.25, -9.5) | vec3(-25.65, -7.25, 14.21) | vec3(0.0, 1.0, -1.0) | vec3(2.25, 2.25, 22.5) | vec3(3.4, 9.5, 19.5) | vec3(16.0, 32.0, -64.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump vec3 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying vec3 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_vec4
    desc "varying of type vec4"
    values
    {
        input vec4 in0 = [ vec4(-1.25, 1.25, -9.5, -12.2) | vec4(-25.65, -7.25, 14.21, -77.7) | vec4(0.0, 1.0, -1.0, 2.0) | vec4(2.25, 2.25, 22.5, 225.0) | vec4(3.4, 9.5, 19.5, 29.5) | vec4(16.0, 32.0, -64.0, -128.0) ];
        output vec4 out0 = [ vec4(-1.25, 1.25, -9.5, -12.2) | vec4(-25.65, -7.25, 14.21, -77.7) | vec4(0.0, 1.0, -1.0, 2.0) | vec4(2.25, 2.25, 22.5, 225.0) | vec4(3.4, 9.5, 19.5, 29.5) | vec4(16.0, 32.0, -64.0, -128.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump vec4 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying vec4 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_mat2
    desc "varying of type mat2"
    values
    {
        input mat2 in0 = [ mat2(1.0, 1.0, 1.0, 1.0) | mat2(-1.25, 1.25, -9.5, -12.2) | mat2(-25.65, -7.25, 14.21, -77.7) | mat2(0.0, 1.0, -1.0, 2.0) | mat2(2.25, 2.25, 22.5, 225.0) | mat2(3.4, 9.5, 19.5, 29.5) | mat2(16.0, 32.0, -64.0, -128.0) ];
        output mat2 out0 = [ mat2(1.0, 1.0, 1.0, 1.0) | mat2(-1.25, 1.25, -9.5, -12.2) | mat2(-25.65, -7.25, 14.21, -77.7) | mat2(0.0, 1.0, -1.0, 2.0) | mat2(2.25, 2.25, 22.5, 225.0) | mat2(3.4, 9.5, 19.5, 29.5) | mat2(16.0, 32.0, -64.0, -128.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump mat2 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying mat2 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_mat3
    desc "varying of type mat3"
    values
    {
        input mat3 in0 = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) | mat3(0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0, -9.9) | mat3(3.4, 9.5, 19.5, 29.5, 16.0, 32.0, -64.0, -128.0, 256.0) ];
        output mat3 out0 = [ mat3(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 9.9) | mat3(0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0, -9.9) | mat3(3.4, 9.5, 19.5, 29.5, 16.0, 32.0, -64.0, -128.0, 256.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump mat3 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying mat3 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_type_mat4
    desc "varying of type mat4"
    values
    {
        input mat4 in0 = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ];
        output mat4 out0 = [ mat4(-1.25, 1.25, -9.5, -12.2, -25.65, -7.25, 14.21, -77.7, 0.0, 1.0, -1.0, 2.0, 2.25, 2.25, 22.5, 225.0) ];
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump mat4 var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying mat4 var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# differing precision tests
case varying_differing_precision_1
    desc "varying declared as highp in vertex shader, but mediump in fragment shader"
    values
    {
        input float in0 = [ -1.25 | -25.55 | 1.0 | 2.25 | 3.4 | 16.0 ];
        output float out0 = [ -1.25 | -25.55 | 1.0 | 2.25 | 3.4 | 16.0 ];
    }

    vertex ""
        ${VERTEX_DECLARATIONS}
        varying highp float var;
        void main()
        {
            var = in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            out0 = var;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# differing precision tests
case varying_differing_precision_2
    desc "varying declared as highp in vertex shader, but lowp in fragment shader"
    values
    {
        input float in0 = [ -1.25 | -25.56 | 1.0 | 2.25 | 3.4 | 16.0 ];
        output float out0 = [ -1.25 | -25.56 | 1.0 | 2.25 | 3.4 | 16.0 ];
    }

    vertex ""
        ${VERTEX_DECLARATIONS}
        varying highp vec2 var;
        void main()
        {
            var = vec2(in0, 2.0*in0);
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying lowp vec2 var;
        void main()
        {
            out0 = var.y - var.x;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# differing precision tests
case varying_differing_precision_3
    desc "varying declared as lowp in vertex shader, but mediump in fragment shader"
    values
    {
        input float in0 = [ -1.25 | -25.0 | 1.0 | 2.25 | 3.4 | 16.0 ];
        output float out0 = [ -1.25 | -25.0 | 1.0 | 2.25 | 3.4 | 16.0 ];
    }

    vertex ""
        ${VERTEX_DECLARATIONS}
        varying lowp vec4 var;
        void main()
        {
            var = vec4(in0, 2.0*in0, -in0, -in0);
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying mediump vec4 var;
        void main()
        {
            out0 = var.x + var.y + var.z + var.w;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# mismatched type, static use but no runtime use in the fragment shader
case varying_type_mismatch_1
    desc "varying type mismatch (float vs. vec2), static use but no runtime use in the fragment shader"
    expect link_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            var = 2.0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump vec2 var;
        void main()
        {
            if (false)
            {
                gl_FragColor = vec4(var.y);
            }
            else
            {
                ${FRAG_COLOR} = vec4(1.0);
            }
        }
    ""
end

# mismatched type, varyings used
case varying_type_mismatch_2
    desc "varying type mismatch (float vs. vec2)"
    expect link_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump float var;
        void main()
        {
            var = 2.0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump vec2 var;
        void main()
        {
            gl_FragColor = var.xyyx;
        }
    ""
end

# no declaration in vertex shader, but static use in fragment
case varying_illegal_usage_1
    desc "varying not declared in vertex shader, but statically used in fragment shader"
    expect link_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump float var;
        void main()
        {
            gl_FragColor = vec4(var);
        }
    ""
end

# integer varyings not allowed
case invalid_varying_type_int
    desc "integer varying used"
    expect compile_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying mediump int var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying mediump int var;
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# bool varyings not allowed
case invalid_varying_type_bool
    desc "boolean varying used"
    expect compile_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying bool var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying bool var;
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

# struct varyings not allowed
case invalid_varying_type_struct
    desc "struct varying used"
    expect compile_fail
    vertex ""
        ${VERTEX_DECLARATIONS}
        varying struct { mediump float foo; } var;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        varying struct { mediump float foo; } var;
        void main()
        {
            gl_FragColor = vec4(1.0);
        }
    ""
end

case varying_readback_1
    desc "read back (an already written) varying in the vertex shader"
    values
    {
        input float in0 = [ 1.0 | 0.0 | -2.0 | 10.0 ];
        output float out0 = [ 3.0 | 0.0 | -6.0 | 30.0 ];
    }
    vertex ""
        precision mediump float;
        ${VERTEX_DECLARATIONS}
        varying float var1;
        varying float var2;

        void main()
        {
            var1 = in0;
            var2 = var1 + in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying float var1;
        varying float var2;

        void main()
        {
            out0 = var1 + var2;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case varying_writeback_1
    desc "write back a varying in the fragment shader"
    expect compile_fail
    vertex ""
        precision mediump float;
        ${VERTEX_DECLARATIONS}
        varying float var1;
        varying float var2;

        void main()
        {
            var1 = in0;
            var2 = var1 + in0;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        ${FRAGMENT_DECLARATIONS}
        varying float var1;
        varying float var2;

        void main()
        {
            var2 = var1;
            out0 = var1;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

# Struct linkage handling
case uniform_struct
    desc "Same uniform struct in both shaders"
    values {
        uniform float val.a = 1.0;
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float dummy;
        void main()
        {
            dummy = val.a + val.b;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float dummy;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.b + val.a;
            out0 = out0 + dummy;
            out0 = out0 - dummy;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vertex_only
    desc "Uniform struct declared in both, used only in vertex."
    values {
        uniform float val.a = 1.0;
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a + val.b;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = res;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_fragment_only
    desc "Uniform struct declared in both, used only in fragment."
    values {
        uniform float val.a = 1.0;
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.a + val.b;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial
    desc "Uniform struct declared in both, used partially in both."
    values {
        uniform float val.a = 1.0;
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vec4
    desc "Same uniform struct in both shaders. Datatype vec4"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        varying mediump float dummy;
        void main()
        {
            dummy = val.a.x + val.b.y;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        varying mediump float dummy;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.b.y + val.a.x;
            out0 = out0 + dummy;
            out0 = out0 - dummy;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vertex_only_vec4
    desc "Uniform struct declared in both, used only in vertex. Datatype vec4    "
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x + val.b.y;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        varying mediump float res;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = res;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_fragment_only_vec4
    desc "Uniform struct declared in both, used only in fragment. Datatype vec4"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.a.x + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec4
    desc "Uniform struct declared in both, used partially in both. Datatype vec4"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec4 val.b = vec4(1.0, 2.0, 3.0, 4.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec4 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vec4_vec3
    desc "Same uniform struct in both shaders. Datatype vec4 and vec3"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float dummy;
        void main()
        {
            dummy = val.a.x + val.b.y;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float dummy;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.b.y + val.a.x;
            out0 = out0 + dummy;
            out0 = out0 - dummy;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vertex_only_vec4_vec3
    desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and vec3"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x + val.b.y;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float res;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = res;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_fragment_only_vec4_vec3
    desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and vec3"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.a.x + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec4_vec3
    desc "Uniform struct declared in both, used partially in both. Datatype vec4 and vec3"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump vec3 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vec4_float
    desc "Same uniform struct in both shaders. Datatype vec4 and float"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        varying mediump float dummy;
        void main()
        {
            dummy = val.a.x + val.b;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        varying mediump float dummy;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.b + val.a.x;
            out0 = out0 + dummy;
            out0 = out0 - dummy;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_vertex_only_vec4_float
    desc "Uniform struct declared in both, used only in vertex. Datatype vec4 and float"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x + val.b;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = res;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_fragment_only_vec4_float
    desc "Uniform struct declared in both, used only in fragment. Datatype vec4 and float"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        void main()
        {
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        void main()
        {
            out0 = val.a.x + val.b;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec4_float
    desc "Uniform struct declared in both, used partially in both. Datatype vec4 and float"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform float val.b = 2.0;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a; mediump float b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec4_struct
    desc "Uniform struct declared in both, used partially in both. Datatype vec4 and struct with vec4"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec4 val.b.c = vec4(1.0, 2.0, 3.0, 4.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Inner {mediump vec4 c;};
        struct Struct {mediump vec4 a; Inner b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Inner {mediump vec4 c;};
        struct Struct {mediump vec4 a; Inner b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.c.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end



case uniform_struct_partial_vec4_vec3_struct
    desc "Uniform struct declared in both, used partially in both. Datatype vec4 and struct with vec3"
    values {
        uniform vec4 val.a = vec4(1.0, 2.0, 3.0, 4.0);
        uniform vec3 val.b.c = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Inner {mediump vec3 c;};
        struct Struct {mediump vec4 a; Inner b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Inner {mediump vec3 c;};
        struct Struct {mediump vec4 a; Inner b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.c.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec2_vec3
    desc "Uniform struct declared in both, used partially in both. Datatype vec2 and vec3"
    values {
        uniform vec2 val.a = vec2(1.0, 2.0);
        uniform vec3 val.b = vec3(1.0, 2.0, 3.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec2 a; mediump vec3 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec2 a; mediump vec3 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_vec2_int
    desc "Uniform struct declared in both, used partially in both. Datatype vec2 and int"
    values {
        uniform vec2 val.a = vec2(1.0, 2.0);
        uniform int val.b = 2;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec2 a; mediump int b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a.x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec2 a; mediump int b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + float(val.b);
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_int_float
    desc "Uniform struct declared in both, used partially in both. Datatype int and float"
    values {
        uniform float val.a = 1.0;
        uniform int val.b = 2;
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump int b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a; mediump int b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + float(val.b);
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_bvec2_vec2
    desc "Uniform struct declared in both, used partially in both. Datatype bvec2 and vec2"
    values {
        uniform bvec2 val.a = bvec2(true, true);
        uniform vec2 val.b = vec2(1.0, 2.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {bvec2 a; mediump vec2 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = float(val.a.x);
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {bvec2 a; mediump vec2 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_ivec2_vec2
    desc "Uniform struct declared in both, used partially in both. Datatype ivec2 and vec2"
    values {
        uniform ivec2 val.a = ivec2(1, 2);
        uniform vec2 val.b = vec2(1.0, 2.0);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump ivec2 a; mediump vec2 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = vec2(val.a).x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump ivec2 a; mediump vec2 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.b.y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_partial_ivec2_ivec2
    desc "Uniform struct declared in both, used partially in both. Datatype ivec2 and ivec2"
    values {
        uniform ivec2 val.a = ivec2(1, 2);
        uniform ivec2 val.b = ivec2(1, 2);
        output float out0 = 3.0;
    }
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump ivec2 a; mediump ivec2 b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = vec2(val.a).x;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump ivec2 a; mediump ivec2 b;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + vec2(val.b).y;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_type_conflict_1
    desc "Fragment struct has one less member than fragment version"
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a; mediump float b;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_type_conflict_2
    desc "Vertex struct has int, fragment struct has float."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump int a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = float(val.a);
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_type_conflict_3
    desc "Vertex struct has vec3, fragment struct has vec4."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump vec3 a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = float(val.a.x);
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump vec4 a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a.x;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_precision_conflict_1
    desc "Vertex side struct has highp, fragment side struct mediump."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {highp float a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_precision_conflict_2
    desc "Vertex side struct has mediump, fragment side struct lowp."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {mediump float a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {lowp float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_precision_conflict_3
    desc "Vertex side struct has lowp, fragment side struct mediump."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {lowp float a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {mediump float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_precision_conflict_4
    desc "Vertex side struct has lowp, fragment side struct implicit mediump."
    expect link_fail
    values {output float out0 = 3.0;}
    vertex ""
        ${VERTEX_DECLARATIONS}
        struct Struct {lowp float a;};
        uniform Struct val;
        varying mediump float res;
        void main()
        {
            res = val.a;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
        precision mediump float;
        struct Struct {float a;};
        uniform Struct val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = val.a;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_use_case_rip
    desc "Complex Light struct from use case tests."
    values {
        uniform float val.constantAttenuation = 1.0;
        uniform float val.quadraticAttenuation = 1.0;
        output float out0 = 2.0;
    }
    vertex ""
         struct Light
         {
             mediump vec3    color;
             highp vec4        position;
             highp vec3        direction;
             mediump float    constantAttenuation;
             mediump float    linearAttenuation;
             mediump float    quadraticAttenuation;
        };
        ${VERTEX_DECLARATIONS}
        uniform Light val;
        varying mediump float res;
        void main()
        {
            res = val.constantAttenuation;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
         precision mediump float;
         struct Light
         {
             mediump vec3    color;
             highp vec4        position;
             highp vec3        direction;
             mediump float    constantAttenuation;
             mediump float    linearAttenuation;
             mediump float    quadraticAttenuation;
        };
        struct Struct {float a;};
        uniform Light val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.quadraticAttenuation;
            ${FRAGMENT_OUTPUT}
        }
    ""
end

case uniform_struct_use_case_rip_sans_highp
    desc "Complex Light struct from use case tests, without highp usage"
    values {
        uniform float val.constantAttenuation = 1.0;
        uniform float val.quadraticAttenuation = 1.0;
        output float out0 = 2.0;
    }
    vertex ""
         struct Light
         {
             mediump vec3    color;
             mediump vec4    position;
             mediump vec3    direction;
             mediump float    constantAttenuation;
             mediump float    linearAttenuation;
             mediump float    quadraticAttenuation;
        };
        ${VERTEX_DECLARATIONS}
        uniform Light val;
        varying mediump float res;
        void main()
        {
            res = val.constantAttenuation;
            ${VERTEX_OUTPUT}
        }
    ""
    fragment ""
         precision mediump float;
         struct Light
         {
             mediump vec3    color;
             mediump vec4    position;
             mediump vec3    direction;
             mediump float    constantAttenuation;
             mediump float    linearAttenuation;
             mediump float    quadraticAttenuation;
        };
        struct Struct {float a;};
        uniform Light val;
        ${FRAGMENT_DECLARATIONS}
        varying mediump float res;
        void main()
        {
            out0 = res + val.quadraticAttenuation;
            ${FRAGMENT_OUTPUT}
        }
    ""
end
