// Ensure that GLSL type aliases compile without error float f; int i; bool b; vec4 main(vec2 coords) { vec4 fv = vec4( vec3( vec2(f), f), f); ivec4 iv = ivec4(ivec3(ivec2(i), i), i); bvec4 bv = bvec4(bvec3(bvec2(b), b), b); mat4 m = mat4(mat3(mat2(f))); return fv; }