(view as text)
@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_STARTED@@@

python -u /b/build/scripts/slave/runtest.py --target Release --no-xvfb --factory-properties {"blamelist": ["haraken@chromium.org"], "branch": "trunk", "build_config": "Release", "buildername": "GPU Linux (NVIDIA)", "buildnumber": 61083, "generate_gtest_json": true, "issue": "", "mastername": "chromium.webkit", "parent_branch": "trunk", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder", "parent_buildnumber": "44597", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "198258", "parent_scheduler": "global_scheduler", "parent_slavename": "build46-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder", "parentslavename": "build46-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-webkit-linux-nvidia", "project": "webkit", "recipe": "gpu/download_and_test", "repository": "svn://svn-mirror.golo.chromium.org/blink", "requestedAt": 1435902496, "requester": "", "revision": "198258", "rietveld": "", "scheduler": "trigger_group_4", "show_perf_results": true, "slavename": "build113-m1", "swarm_hashes": {"angle_unittests": "160b919e6c2ab8b204f23012cf1aac77141cff50", "content_gl_tests": "47a2e58a76a9d39aecfa79c09a0b9df92b27b282", "gl_tests": "2f5e967dac4ea15e31d306e4f6eaeba469c3655f", "gles2_conform_test": "c0c977713af70bb8d9a9501a0571b6f9d16f5b69", "gpu_unittests": "26796a75ee697e46544b6fe0d869be7c2eaf4d3c", "tab_capture_end2end_tests": "c670953a0371e36065e4784a59e0179b02191a1e", "telemetry_gpu_test": "edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__NVIDIA_"} --build-properties {"blamelist": ["haraken@chromium.org"], "branch": "trunk", "build_config": "Release", "buildername": "GPU Linux (NVIDIA)", "buildnumber": 61083, "generate_gtest_json": true, "issue": "", "mastername": "chromium.webkit", "parent_branch": "trunk", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder", "parent_buildnumber": "44597", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "198258", "parent_scheduler": "global_scheduler", "parent_slavename": "build46-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder", "parentslavename": "build46-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-webkit-linux-nvidia", "project": "webkit", "recipe": "gpu/download_and_test", "repository": "svn://svn-mirror.golo.chromium.org/blink", "requestedAt": 1435902496, "requester": "", "revision": "198258", "rietveld": "", "scheduler": "trigger_group_4", "show_perf_results": true, "slavename": "build113-m1", "swarm_hashes": {"angle_unittests": "160b919e6c2ab8b204f23012cf1aac77141cff50", "content_gl_tests": "47a2e58a76a9d39aecfa79c09a0b9df92b27b282", "gl_tests": "2f5e967dac4ea15e31d306e4f6eaeba469c3655f", "gles2_conform_test": "c0c977713af70bb8d9a9501a0571b6f9d16f5b69", "gpu_unittests": "26796a75ee697e46544b6fe0d869be7c2eaf4d3c", "tab_capture_end2end_tests": "c670953a0371e36065e4784a59e0179b02191a1e", "telemetry_gpu_test": "edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__NVIDIA_"} --annotate=gtest --test-type=webgl_conformance_tests --step-name=webgl_conformance_tests --generate-json-file --results-directory=/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests --builder-name=GPU Linux (NVIDIA) --slave-name=build113-m1 --build-number=61083 --run-python-script --revision=335d8d02f918273b0ea6a06c7da3c23321280244 --webkit-revision=198258 /b/build/slave/GPU_Linux__NVIDIA_/build/swarming.client/run_isolated.py -H edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57 -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpBKsZON
in dir /b/build/slave/GPU_Linux__NVIDIA_/build:
 allow_subannotations: True
 cmd: ['python', '-u', '/b/build/scripts/slave/runtest.py', '--target', 'Release', '--no-xvfb', '--factory-properties', '{"blamelist": ["haraken@chromium.org"], "branch": "trunk", "build_config": "Release", "buildername": "GPU Linux (NVIDIA)", "buildnumber": 61083, "generate_gtest_json": true, "issue": "", "mastername": "chromium.webkit", "parent_branch": "trunk", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder", "parent_buildnumber": "44597", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "198258", "parent_scheduler": "global_scheduler", "parent_slavename": "build46-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder", "parentslavename": "build46-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-webkit-linux-nvidia", "project": "webkit", "recipe": "gpu/download_and_test", "repository": "svn://svn-mirror.golo.chromium.org/blink", "requestedAt": 1435902496, "requester": "", "revision": "198258", "rietveld": "", "scheduler": "trigger_group_4", "show_perf_results": true, "slavename": "build113-m1", "swarm_hashes": {"angle_unittests": "160b919e6c2ab8b204f23012cf1aac77141cff50", "content_gl_tests": "47a2e58a76a9d39aecfa79c09a0b9df92b27b282", "gl_tests": "2f5e967dac4ea15e31d306e4f6eaeba469c3655f", "gles2_conform_test": "c0c977713af70bb8d9a9501a0571b6f9d16f5b69", "gpu_unittests": "26796a75ee697e46544b6fe0d869be7c2eaf4d3c", "tab_capture_end2end_tests": "c670953a0371e36065e4784a59e0179b02191a1e", "telemetry_gpu_test": "edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__NVIDIA_"}', '--build-properties', '{"blamelist": ["haraken@chromium.org"], "branch": "trunk", "build_config": "Release", "buildername": "GPU Linux (NVIDIA)", "buildnumber": 61083, "generate_gtest_json": true, "issue": "", "mastername": "chromium.webkit", "parent_branch": "trunk", "parent_build_archive_url": "", "parent_builddir": "", "parent_buildername": "GPU Linux Builder", "parent_buildnumber": "44597", "parent_cr_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_git_number": "", "parent_got_clang_revision": "", "parent_got_nacl_revision": "9cb3a31796937176950f1727ea5b7778c9861ae5", "parent_got_revision": "335d8d02f918273b0ea6a06c7da3c23321280244", "parent_got_swarming_client_revision": "b39a448d8522392389b28f6997126a6ab04bfe87", "parent_got_v8_revision": "0dc69bf8af5c928e2e35f934f175d253280b04fe", "parent_got_webkit_revision": "198258", "parent_revision": "198258", "parent_scheduler": "global_scheduler", "parent_slavename": "build46-m1", "parent_try_job_key": "", "parent_wk_revision": "198258", "parentname": "GPU Linux Builder", "parentslavename": "build46-m1", "patch_url": "", "patchset": "", "perf_id": "gpu-webkit-linux-nvidia", "project": "webkit", "recipe": "gpu/download_and_test", "repository": "svn://svn-mirror.golo.chromium.org/blink", "requestedAt": 1435902496, "requester": "", "revision": "198258", "rietveld": "", "scheduler": "trigger_group_4", "show_perf_results": true, "slavename": "build113-m1", "swarm_hashes": {"angle_unittests": "160b919e6c2ab8b204f23012cf1aac77141cff50", "content_gl_tests": "47a2e58a76a9d39aecfa79c09a0b9df92b27b282", "gl_tests": "2f5e967dac4ea15e31d306e4f6eaeba469c3655f", "gles2_conform_test": "c0c977713af70bb8d9a9501a0571b6f9d16f5b69", "gpu_unittests": "26796a75ee697e46544b6fe0d869be7c2eaf4d3c", "tab_capture_end2end_tests": "c670953a0371e36065e4784a59e0179b02191a1e", "telemetry_gpu_test": "edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57"}, "test_results_server": "test-results.appspot.com", "top_of_tree_blink": true, "workdir": "/b/build/slave/GPU_Linux__NVIDIA_"}', '--annotate=gtest', '--test-type=webgl_conformance_tests', '--step-name=webgl_conformance_tests', '--generate-json-file', '--results-directory=/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests', '--builder-name=GPU Linux (NVIDIA)', '--slave-name=build113-m1', '--build-number=61083', '--run-python-script', '--revision=335d8d02f918273b0ea6a06c7da3c23321280244', '--webkit-revision=198258', '/b/build/slave/GPU_Linux__NVIDIA_/build/swarming.client/run_isolated.py', '-H', 'edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57', '-I', 'https://isolateserver.appspot.com', '--', 'webgl_conformance', '--show-stdout', '--output-format=gtest', '--browser=release', '-v', '--use-devtools-active-port', '--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc', '--output-format', 'json', '--output-dir', '/tmp/tmpBKsZON']
 cwd: /b/build/slave/GPU_Linux__NVIDIA_/build
 env: {'CHROME_DEVEL_SANDBOX': '/opt/chromium/chrome_sandbox'}
 name: webgl_conformance_tests
full environment:
 AWS_CREDENTIAL_FILE: /b/build/site_config/.boto
 BOTO_CONFIG: /b/build/site_config/.boto
 BUILDBOT_BLAMELIST: [u'haraken@chromium.org']
 BUILDBOT_BRANCH: trunk
 BUILDBOT_BUILDBOTURL: http://build.chromium.org/p/chromium.webkit/
 BUILDBOT_BUILDERNAME: GPU Linux (NVIDIA)
 BUILDBOT_BUILDNUMBER: 61083
 BUILDBOT_CLOBBER: 
 BUILDBOT_GOT_REVISION: None
 BUILDBOT_MASTERNAME: chromium.webkit
 BUILDBOT_REVISION: 198258
 BUILDBOT_SCHEDULER: trigger_group_4
 BUILDBOT_SLAVENAME: build113-m1
 CHROME_DEVEL_SANDBOX: /opt/chromium/chrome_sandbox
 CHROME_HEADLESS: 1
 DISPLAY: :0.0
 GIT_USER_AGENT: linux2 git/2.4.0 build113-m1.golo.chromium.org
 HOME: /home/chrome-bot
 LANG: en_US.UTF-8
 LOGNAME: chrome-bot
 PAGER: cat
 PATH: /home/chrome-bot/slavebin:/b/depot_tools:/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin
 PWD: /b/build/slave/GPU_Linux__NVIDIA_/build
 PYTHONIOENCODING: UTF-8
 PYTHONPATH: /b/build/site_config:/b/build/scripts:/b/build/scripts/release:/b/build/third_party:/b/build/third_party/requests_1_2_3:/b/build_internal/site_config:/b/build_internal/symsrc:/b/build/slave:/b/build/third_party/buildbot_slave_8_4:/b/build/third_party/twisted_10_2:
 SHELL: /bin/bash
 USER: chrome-bot

[Running on builder: "GPU Linux (NVIDIA)"]
DBUS_SESSION_BUS_ADDRESS env var not found, starting dbus-launch
 setting DBUS_SESSION_BUS_ADDRESS to unix:abstract=/tmp/dbus-JIm80kVkCf,guid=edd48f7d79edcbe1e4320e33005297c7
 setting DBUS_SESSION_BUS_PID to 30208
Removing leaked temp item: /tmp/.org.chromium.Chromium.hQSQbK
Additional test environment:
  CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
  LD_LIBRARY_PATH=/b/build/slave/GPU_Linux__NVIDIA_/build/src/out/Release:/b/build/slave/GPU_Linux__NVIDIA_/build/src/out/Release/lib:/b/build/slave/GPU_Linux__NVIDIA_/build/src/out/Release/lib.target

/usr/bin/python /b/build/scripts/slave/runisolatedtest.py --test_name webgl_conformance_tests --builder_name "GPU Linux (NVIDIA)" --checkout_dir /b/build/slave/GPU_Linux__NVIDIA_/build /b/build/slave/GPU_Linux__NVIDIA_/build/swarming.client/run_isolated.py -- /usr/bin/python /b/build/slave/GPU_Linux__NVIDIA_/build/swarming.client/run_isolated.py -H edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57 -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpBKsZON --gtest_output=xml:/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml

/usr/bin/python /b/build/slave/GPU_Linux__NVIDIA_/build/swarming.client/run_isolated.py -H edb19bf7ca94d0ca701ea3b1b5384dbb35e91e57 -I https://isolateserver.appspot.com -- webgl_conformance --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port "--extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc" --output-format json --output-dir /tmp/tmpBKsZON --gtest_output=xml:/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml
Additional test environment:
    CHROME_DEVEL_SANDBOX=/opt/chromium/chrome_sandbox
    LANG=en_US.UTF-8
Command: /usr/bin/python ../content/test/gpu/run_gpu_test.py webgl_conformance --show-stdout --output-format=gtest --browser=release -v --use-devtools-active-port --extra-browser-args=--enable-logging=stderr --js-flags=--expose-gc --output-format json --output-dir /tmp/tmpBKsZON --gtest_output=xml:/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml

INFO:root:2015-07-02 22:55:12,245:Chose browser: PossibleDesktopBrowser(type=release, executable=../out/Release/chrome, flash=../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing
WARNING:root:2015-07-02 22:55:12,246:Could not find Flash at ../third_party/adobe/flash/binaries/ppapi/linux/libpepflashplayer.so. Continuing without Flash.
To run with Flash, check it out via http://go/read-src-internal
INFO:root:2015-07-02 22:55:12,246:Requested remote debugging port: 0
[30242:30242:0702/225512:WARNING:password_store_factory.cc(349)] Using basic (unencrypted) store for password storage. See http://code.google.com/p/chromium/wiki/LinuxPasswordStorage for more information about password storage options.
[30242:30267:0702/225512:WARNING:data_reduction_proxy_config.cc(630)] SPDY proxy OFF at startup
INFO:root:2015-07-02 22:55:12,549:Discovered ephemeral port 48881
INFO:root:2015-07-02 22:55:12,550:OS: linux precise
INFO:root:2015-07-02 22:55:12,553:GPU device 0: VENDOR = 0x10de (Nvidia), DEVICE = 0x104a
INFO:root:2015-07-02 22:55:12,553:GPU Attributes:
INFO:root:2015-07-02 22:55:12,553:  adapter_luid        : 0.0
INFO:root:2015-07-02 22:55:12,553:  amd_switchable      : False
INFO:root:2015-07-02 22:55:12,553:  basic_info_state    : 1
INFO:root:2015-07-02 22:55:12,553:  can_lose_context    : False
INFO:root:2015-07-02 22:55:12,553:  context_info_state  : 1
INFO:root:2015-07-02 22:55:12,553:  direct_rendering    : True
INFO:root:2015-07-02 22:55:12,553:  driver_date         : 
INFO:root:2015-07-02 22:55:12,553:  driver_vendor       : NVIDIA
INFO:root:2015-07-02 22:55:12,553:  driver_version      : 304.125
INFO:root:2015-07-02 22:55:12,553:  gl_extensions       : GL_AMD_multi_draw_indirect GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum 
INFO:root:2015-07-02 22:55:12,553:  gl_renderer         : GeForce GT 610/PCIe/SSE2
INFO:root:2015-07-02 22:55:12,553:  gl_reset_notification_strategy: 33362
INFO:root:2015-07-02 22:55:12,553:  gl_vendor           : NVIDIA Corporation
INFO:root:2015-07-02 22:55:12,554:  gl_version          : 4.2.0 NVIDIA 304.125
INFO:root:2015-07-02 22:55:12,554:  gl_ws_extensions    : GLX_EXT_visual_info GLX_EXT_visual_rating GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_multisample_coverage 
INFO:root:2015-07-02 22:55:12,554:  gl_ws_vendor        : NVIDIA Corporation
INFO:root:2015-07-02 22:55:12,554:  gl_ws_version       : 1.4
INFO:root:2015-07-02 22:55:12,554:  initialization_time : 0.089947
INFO:root:2015-07-02 22:55:12,554:  lenovo_dcute        : False
INFO:root:2015-07-02 22:55:12,554:  max_msaa_samples    : 32
INFO:root:2015-07-02 22:55:12,554:  optimus             : False
INFO:root:2015-07-02 22:55:12,554:  pixel_shader_version: 4.20
INFO:root:2015-07-02 22:55:12,554:  process_crash_count : 0
INFO:root:2015-07-02 22:55:12,554:  sandboxed           : True
INFO:root:2015-07-02 22:55:12,554:  software_rendering  : False
INFO:root:2015-07-02 22:55:12,554:  vertex_shader_version: 4.20
INFO:root:2015-07-02 22:55:12,554:Feature Status:
INFO:root:2015-07-02 22:55:12,554:  2d_canvas           : unavailable_software
INFO:root:2015-07-02 22:55:12,554:  flash_3d            : unavailable_software
INFO:root:2015-07-02 22:55:12,554:  flash_stage3d       : unavailable_software
INFO:root:2015-07-02 22:55:12,554:  flash_stage3d_baseline: unavailable_software
INFO:root:2015-07-02 22:55:12,554:  gpu_compositing     : enabled
INFO:root:2015-07-02 22:55:12,554:  multiple_raster_threads: enabled_on
INFO:root:2015-07-02 22:55:12,554:  rasterization       : disabled_software
INFO:root:2015-07-02 22:55:12,554:  video_decode        : unavailable_software
INFO:root:2015-07-02 22:55:12,554:  video_encode        : enabled
INFO:root:2015-07-02 22:55:12,554:  webgl               : enabled
INFO:root:2015-07-02 22:55:12,554:Driver Bug Workarounds:
INFO:root:2015-07-02 22:55:12,554:  clear_uniforms_before_first_program_use
INFO:root:2015-07-02 22:55:12,554:  init_gl_position_in_vertex_shader
INFO:root:2015-07-02 22:55:12,554:  init_vertex_attributes
INFO:root:2015-07-02 22:55:12,554:  remove_pow_with_constant_exponent
INFO:root:2015-07-02 22:55:12,554:  scalarize_vec_and_mat_constructor_args
INFO:root:2015-07-02 22:55:12,554:  use_current_program_after_successful_link
INFO:root:2015-07-02 22:55:12,555:  use_virtualized_gl_contexts
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
NVIDIA: could not open the device file /dev/nvidia0 (Operation not permitted).
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_aliasing (2228 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix
[       OK ] WebglConformance.conformance_attribs_gl_bindAttribLocation_matrix (472 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib
[30272:30272:0702/225515:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-disabled-vertex-attrib.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_disabled_vertex_attrib (464 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib
[30272:30272:0702/225515:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x3c0a68896420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3
[30242:30242:0702/225515:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68896420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to render with no buffer attached to enabled attribute 3", source: http://127.0.0.1:35291/conformance/attribs/gl-enable-vertex-attrib.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_enable_vertex_attrib (359 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_matrix_attributes
[       OK ] WebglConformance.conformance_attribs_gl_matrix_attributes (890 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib (484 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[30242:30242:0702/225517:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/attribs/gl-vertexattribpointer.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer (1067 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets
[       OK ] WebglConformance.conformance_attribs_gl_vertexattribpointer_offsets (704 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_render
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_render (423 ms)
[ RUN      ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225519:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[30242:30242:0702/225519:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/attribs/gl-vertex-attrib-zero-issues.html (0)
[       OK ] WebglConformance.conformance_attribs_gl_vertex_attrib_zero_issues (522 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_bind_test
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:35291/conformance/buffers/buffer-bind-test.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:35291/conformance/buffers/buffer-bind-test.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_bind_test (287 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size < 0", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[30242:30242:0702/225520:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:35291/conformance/buffers/buffer-data-array-buffer.html (0)
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer (284 ms)
[ RUN      ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete
[       OK ] WebglConformance.conformance_buffers_buffer_data_array_buffer_delete (2519 ms)
[ RUN      ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate
[       OK ] WebglConformance.conformance_buffers_element_array_buffer_delete_recreate (325 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_copies_indices
[30242:30242:0702/225523:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/225523:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225523:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225523:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225523:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30242:30242:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-copies-indices.html (0)
[30242:30242:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-copies-indices.html (0)
[30242:30242:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-copies-indices.html (0)
[30242:30242:0702/225523:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-copies-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_copies_indices (298 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data
[       OK ] WebglConformance.conformance_buffers_index_validation_crash_with_buffer_sub_data (349 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_large_buffer
[30242:30242:0702/225524:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_large_buffer (322 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices
[30242:30242:0702/225524:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/225524:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8580]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225524:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8580]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30242:30242:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[30242:30242:0702/225524:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation-verifies-too-many-indices.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation_verifies_too_many_indices (323 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer
[       OK ] WebglConformance.conformance_buffers_index_validation_with_resized_buffer (307 ms)
[ RUN      ] WebglConformance.conformance_buffers_index_validation
[30242:30242:0702/225525:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/225525:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225525:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[30242:30242:0702/225525:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:35291/conformance/buffers/index-validation.html (0)
[30242:30242:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/buffers/index-validation.html (0)
[30242:30242:0702/225525:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:35291/conformance/buffers/index-validation.html (0)
[       OK ] WebglConformance.conformance_buffers_index_validation (300 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_offscreen_test
[       OK ] WebglConformance.conformance_canvas_buffer_offscreen_test (461 ms)
[ RUN      ] WebglConformance.conformance_canvas_buffer_preserve_test
[       OK ] WebglConformance.conformance_canvas_buffer_preserve_test (478 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_test
[       OK ] WebglConformance.conformance_canvas_canvas_test (417 ms)
[ RUN      ] WebglConformance.conformance_canvas_canvas_zero_size
[       OK ] WebglConformance.conformance_canvas_canvas_zero_size (303 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_static_canvas_test (410 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_hd_dpi_test (486 ms)
[ RUN      ] WebglConformance.conformance_canvas_drawingbuffer_test
[       OK ] WebglConformance.conformance_canvas_drawingbuffer_test (356 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_webgl_to_canvas_test (574 ms)
[ RUN      ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test
[       OK ] WebglConformance.conformance_canvas_draw_static_webgl_to_multiple_canvas_test (691 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_unaffected_on_resize (432 ms)
[ RUN      ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url
[       OK ] WebglConformance.conformance_canvas_framebuffer_bindings_affected_by_to_data_url (342 ms)
[ RUN      ] WebglConformance.conformance_canvas_rapid_resizing
[       OK ] WebglConformance.conformance_canvas_rapid_resizing (1324 ms)
[ RUN      ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize
[       OK ] WebglConformance.conformance_canvas_texture_bindings_unaffected_on_resize (419 ms)
[ RUN      ] WebglConformance.conformance_canvas_to_data_url_test
[       OK ] WebglConformance.conformance_canvas_to_data_url_test (768 ms)
[ RUN      ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize
[       OK ] WebglConformance.conformance_canvas_viewport_unchanged_upon_resize (332 ms)
[ RUN      ] WebglConformance.conformance_context_constants_and_properties
[       OK ] WebglConformance.conformance_context_constants_and_properties (335 ms)
[ RUN      ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer
[       OK ] WebglConformance.conformance_context_context_attribute_preserve_drawing_buffer (530 ms)
[ RUN      ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias
[30242:30242:0702/225534:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[30242:30242:0702/225534:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/context/context-attributes-alpha-depth-stencil-antialias.html (0)
[       OK ] WebglConformance.conformance_context_context_attributes_alpha_depth_stencil_antialias (736 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation_and_destruction
[       OK ] WebglConformance.conformance_context_context_creation_and_destruction (5524 ms)
[ RUN      ] WebglConformance.conformance_context_context_creation
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225542:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225543:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225544:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225545:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225545:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225545:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225545:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[30242:30242:0702/225545:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-creation.html (0)
[       OK ] WebglConformance.conformance_context_context_creation (5782 ms)
[ RUN      ] WebglConformance.conformance_context_context_eviction_with_garbage_collection
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225547:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225548:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225549:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225549:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225549:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[30242:30242:0702/225549:INFO:CONSOLE(0)] "WARNING: Too many active WebGL contexts. Oldest context will be lost.", source: http://127.0.0.1:35291/conformance/context/context-eviction-with-garbage-collection.html (0)
[       OK ] WebglConformance.conformance_context_context_eviction_with_garbage_collection (3611 ms)
[ RUN      ] WebglConformance.conformance_context_context_hidden_alpha
[       OK ] WebglConformance.conformance_context_context_hidden_alpha (489 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_upon_reload
[       OK ] WebglConformance.conformance_context_context_release_upon_reload (3123 ms)
[ RUN      ] WebglConformance.conformance_context_context_release_with_workers
Exception thrown during bootstrapping
Extension or internal compilation error.
Exception thrown during bootstrapping
Extension or internal compilation error in v8/gc at line 1.
Error installing extension 'v8/gc'.
Exception thrown during bootstrapping
Extension or internal compilation error.
[       OK ] WebglConformance.conformance_context_context_release_with_workers (2988 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost_restored
[30242:30242:0702/225556:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: restoreContext: context restoration not allowed", source: http://127.0.0.1:35291/conformance/context/context-lost-restored.html (0)
[30242:30242:0702/225556:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:35291/conformance/context/context-lost-restored.html (0)
[30242:30242:0702/225556:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: object not from this context", source: http://127.0.0.1:35291/conformance/context/context-lost-restored.html (0)
[30242:30242:0702/225556:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:35291/conformance/context/context-lost-restored.html (0)
[30242:30242:0702/225556:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/context/context-lost-restored.html (0)
[       OK ] WebglConformance.conformance_context_context_lost_restored (504 ms)
[ RUN      ] WebglConformance.conformance_context_context_lost
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: loseContext: context already lost", source: http://127.0.0.1:35291/conformance/context/context-lost.html (0)
[       OK ] WebglConformance.conformance_context_context_lost (581 ms)
[ RUN      ] WebglConformance.conformance_context_context_type_test
[       OK ] WebglConformance.conformance_context_context_type_test (320 ms)
[ RUN      ] WebglConformance.conformance_context_incorrect_context_object_behaviour
[30242:30242:0702/225557:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compileShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: linkProgram: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: shaderSource: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindFramebuffer: object not from this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindRenderbuffer: object not from this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindTexture: object not from this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no buffer or buffer not from this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no texture or texture not from this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramParameter: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getProgramInfoLog: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderParameter: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderInfoLog: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getShaderSource: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[30242:30242:0702/225557:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniformLocation: object does not belong to this context", source: http://127.0.0.1:35291/conformance/context/incorrect-context-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_context_incorrect_context_object_behaviour (408 ms)
[ RUN      ] WebglConformance.conformance_context_methods
[       OK ] WebglConformance.conformance_context_methods (345 ms)
[ RUN      ] WebglConformance.conformance_context_premultiplyalpha_test
[       OK ] WebglConformance.conformance_context_premultiplyalpha_test (1056 ms)
[ RUN      ] WebglConformance.conformance_context_resource_sharing_test
[30242:30242:0702/225559:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: object not from this context", source: http://127.0.0.1:35291/conformance/context/resource-sharing-test.html (0)
[       OK ] WebglConformance.conformance_context_resource_sharing_test (494 ms)
[ RUN      ] WebglConformance.conformance_context_user_defined_properties_on_context
[       OK ] WebglConformance.conformance_context_user_defined_properties_on_context (420 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getVertexAttrib: invalid parameter name", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribDivisorANGLE: index out of range", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: primcount < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30272:30272:0702/225600:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-0x3c0a688969a0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArraysInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: primcount < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30272:30272:0702/225600:ERROR:vertex_attrib_manager.cc(268)] [.WebGLRenderingContext-0x3c0a688969a0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElementsInstancedANGLE: invalid draw mode", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a688969a0]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[30242:30242:0702/225600:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a688969a0]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisors", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays (687 ms)
[ RUN      ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds
[30242:30242:0702/225601:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b59c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArraysInstancedANGLE: first or count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElementsInstancedANGLE: count < 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b59c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElementsInstancedANGLE: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225601:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArraysIntancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/angle-instanced-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_extensions_angle_instanced_arrays_out_of_bounds (474 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_blend_minmax
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[30242:30242:0702/225601:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/extensions/ext-blend-minmax.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_blend_minmax (470 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_disjoint_timer_query
[       OK ] WebglConformance.conformance_extensions_ext_disjoint_timer_query (388 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_frag_depth
[       OK ] WebglConformance.conformance_extensions_ext_frag_depth (879 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_shader_texture_lod
[       OK ] WebglConformance.conformance_extensions_ext_shader_texture_lod (907 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_sRGB
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: sRGB not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: renderbufferStorage: invalid internalformat", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/extensions/ext-sRGB.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_sRGB (590 ms)
[ RUN      ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter, EXT_texture_filter_anisotropic not enabled", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[30272:30272:0702/225604:ERROR:texture_manager.cc(1571)] [.WebGLRenderingContext-0x3c0a68d0a000]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[30272:30272:0702/225604:ERROR:texture_manager.cc(1547)] [.WebGLRenderingContext-0x3c0a68d0a000]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0
[30242:30242:0702/225604:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68d0a000]GL ERROR :GL_INVALID_VALUE : glTexParameterf: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[30242:30242:0702/225604:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68d0a000]GL ERROR :GL_INVALID_VALUE : glTexParameteri: trying to set GL_TEXTURE_MAX_ANISOTROPY_EXT to 0", source: http://127.0.0.1:35291/conformance/extensions/ext-texture-filter-anisotropic.html (0)
[       OK ] WebglConformance.conformance_extensions_ext_texture_filter_anisotropic (354 ms)
[ RUN      ] WebglConformance.conformance_extensions_get_extension
[       OK ] WebglConformance.conformance_extensions_get_extension (531 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_standard_derivatives
[30242:30242:0702/225605:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:35291/conformance/extensions/oes-standard-derivatives.html (0)
[30242:30242:0702/225605:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:35291/conformance/extensions/oes-standard-derivatives.html (0)
[30242:30242:0702/225605:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_standard_derivatives not enabled", source: http://127.0.0.1:35291/conformance/extensions/oes-standard-derivatives.html (0)
[30242:30242:0702/225605:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:35291/conformance/extensions/oes-standard-derivatives.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_standard_derivatives (654 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_canvas (8501 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image_data (466 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_image (615 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_with_video
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_with_video (2273 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float (557 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object
[30242:30242:0702/225618:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, OES_vertex_array_object not enabled", source: http://127.0.0.1:35291/conformance/extensions/oes-vertex-array-object.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object (487 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData
[       OK ] WebglConformance.conformance_extensions_oes_vertex_array_object_bufferData (376 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL and not Uint16Array", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[30242:30242:0702/225619:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float (601 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_float_linear
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[30242:30242:0702/225620:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_float_linear (705 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_linear
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[30242:30242:0702/225621:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/extensions/oes-texture-half-float-linear.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_linear (708 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_canvas (9064 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image_data (435 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_image (425 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video
[       OK ] WebglConformance.conformance_extensions_oes_texture_half_float_with_video (2158 ms)
[ RUN      ] WebglConformance.conformance_extensions_oes_element_index_uint
[30242:30242:0702/225633:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[30242:30242:0702/225633:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(245)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2
[30242:30242:0702/225633:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/225633:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050b00]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 1", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to render with no buffer attached to enabled attribute 2", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[30242:30242:0702/225633:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/extensions/oes-element-index-uint.html (0)
[       OK ] WebglConformance.conformance_extensions_oes_element_index_uint (454 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_renderer_info
[30242:30242:0702/225634:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-debug-renderer-info.html (0)
[30242:30242:0702/225634:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_debug_renderer_info not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-debug-renderer-info.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_debug_renderer_info (334 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_debug_shaders
[       OK ] WebglConformance.conformance_extensions_webgl_debug_shaders (308 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_atc (340 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_pvrtc (453 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225635:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225635:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30272:30272:0702/225636:ERROR:gles2_cmd_decoder.cc(4832)] [.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: border not 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: format does not match texture format", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexSubImage2D: length of ArrayBufferView is not correct for dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: width or height invalid for level", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: compressedTexSubImage2D: xoffset or yoffset not multiple of 4", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69267840]GL ERROR :GL_INVALID_OPERATION : glGenerateMipmap: Can not generate mips", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-s3tc.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_s3tc (696 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225636:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: level out of range", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compressedTexImage2D: width or height out of range for cube map", source: http://127.0.0.1:35291/conformance/extensions/webgl-compressed-texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_compressed_texture_size_limit (1321 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_depth_texture
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: depth texture formats not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30272:30272:0702/225637:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_COMPONENT format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30272:30272:0702/225637:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a DEPTH_STENCIL texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: level must be 0 for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: invalid type for DEPTH_STENCIL format", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: format can not be set, only rendered to", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30272:30272:0702/225637:ERROR:gles2_cmd_decoder.cc(6819)] [.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the attached texture is not a depth texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the attached texture is not a depth texture", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[30242:30242:0702/225637:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]RENDER WARNING: there is no texture bound to the unit 0", source: http://127.0.0.1:35291/conformance/extensions/webgl-depth-texture.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_depth_texture (426 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawBuffersWEBGL: more than one buffer", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: BACK or NONE", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawBuffersWEBGL: COLOR_ATTACHMENTi_EXT or NONE", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name, WEBGL_draw_buffers not enabled", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[30242:30242:0702/225638:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:35291/conformance/extensions/webgl-draw-buffers.html (0)
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers (803 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers
[       OK ] WebglConformance.conformance_extensions_webgl_draw_buffers_max_draw_buffers (422 ms)
[ RUN      ] WebglConformance.conformance_extensions_webgl_shared_resources
[       OK ] WebglConformance.conformance_extensions_webgl_shared_resources (343 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error
[       OK ] WebglConformance.conformance_glsl_bugs_angle_d3d11_compiler_error (336 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug
[       OK ] WebglConformance.conformance_glsl_bugs_angle_dx_variable_bug (317 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_array_of_struct_with_int_first_position
[       OK ] WebglConformance.conformance_glsl_bugs_array_of_struct_with_int_first_position (349 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform
[       OK ] WebglConformance.conformance_glsl_bugs_compare_loop_index_to_uniform (321 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_complex_glsl_does_not_crash (4396 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_optimization (456 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier
[       OK ] WebglConformance.conformance_glsl_bugs_constant_precision_qualifier (429 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_floored_division_accuracy (342 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug
[       OK ] WebglConformance.conformance_glsl_bugs_fragcoord_linking_bug (314 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_long_expressions_should_not_crash (2809 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy
[       OK ] WebglConformance.conformance_glsl_bugs_modulo_arithmetic_accuracy (374 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_multiplication_assignment
[       OK ] WebglConformance.conformance_glsl_bugs_multiplication_assignment (359 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_nested_functions_should_not_crash (1148 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue
[       OK ] WebglConformance.conformance_glsl_bugs_nested_loops_with_break_and_continue (434 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_pow_with_constant_exponent_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_pow_with_constant_exponent_should_not_crash (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index
[       OK ] WebglConformance.conformance_glsl_bugs_sampler_array_using_loop_index (371 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_temp_expressions_should_not_crash (1123 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values
[       OK ] WebglConformance.conformance_glsl_bugs_uniforms_should_not_lose_values (387 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop
[       OK ] WebglConformance.conformance_glsl_bugs_conditional_discard_in_loop (306 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1
[       OK ] WebglConformance.conformance_glsl_bugs_essl3_shaders_with_webgl1 (526 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination
[       OK ] WebglConformance.conformance_glsl_bugs_compound_assignment_type_combination (3887 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash
[       OK ] WebglConformance.conformance_glsl_bugs_undefined_index_should_not_crash (487 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function
[       OK ] WebglConformance.conformance_glsl_bugs_pow_of_small_constant_in_user_defined_function (326 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg
[       OK ] WebglConformance.conformance_glsl_bugs_sampler_struct_function_arg (297 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order
[       OK ] WebglConformance.conformance_glsl_bugs_sequence_operator_evaluation_order (358 ms)
[ RUN      ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces
[       OK ] WebglConformance.conformance_glsl_bugs_logic_inside_block_without_braces (331 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec2 (1035 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec3 (1729 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec4 (1857 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec2 (1094 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec3 (1504 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_ivec4 (1826 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec2 (1105 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec3 (1451 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_bvec4 (1869 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat2 (1644 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat3 (1156 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_mat4 (1185 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_corner_cases (434 ms)
[ RUN      ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index
[       OK ] WebglConformance.conformance_glsl_constructors_glsl_construct_vec_mat_index (431 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function (527 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_abs
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_abs (544 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_acos
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_acos (574 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_asin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_asin (554 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan (617 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_atan_xy (636 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_ceil
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_ceil (566 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_float (579 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_clamp_gentype (559 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cos
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cos (538 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_cross
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_cross (466 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_distance
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_distance (557 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_dot
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_dot (533 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_faceforward (602 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_floor
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_floor (699 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_fract
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_fract (568 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_length
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_length (628 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_float (536 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_max_gentype (581 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_float (585 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_min_gentype (587 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_float (536 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mix_gentype (580 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_float (560 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_mod_gentype (553 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_normalize
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_normalize (579 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_reflect
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_reflect (568 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sign
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sign (623 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_sin
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_sin (643 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_float (591 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_step_gentype (580 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_float (581 ms)
[ RUN      ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype
[       OK ] WebglConformance.conformance_glsl_functions_glsl_function_smoothstep_gentype (619 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_float_vert (430 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat2_vert (439 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat3_vert (475 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_mat4_vert (440 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec2_vert (342 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec3_vert (423 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_int_vec4_vert (444 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec2_vec2_vert (425 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec3_vec3_vert (456 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_add_ivec4_vec4_vert (436 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_int_to_float_vert (440 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec2_to_vec2_vert (450 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec3_to_vec3_vert (460 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_assign_ivec4_to_vec4_vert (459 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_construct_struct_vert
[       OK ] WebglConformance.conformance_glsl_implicit_construct_struct_vert (434 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_float_vert (425 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat2_vert (402 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat3_vert (476 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_mat4_vert (473 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec2_vert (424 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec3_vert (451 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_int_vec4_vert (403 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec2_vec2_vert (493 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec3_vec3_vert (471 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_divide_ivec4_vec4_vert (433 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_int_float_vert (462 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec2_vec2_vert (447 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec3_vec3_vert (520 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_equal_ivec4_vec4_vert (449 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_int_float_vert (429 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec2_vec2_vert (384 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec3_vec3_vert (436 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_function_ivec4_vec4_vert (551 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_vert (420 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_greater_than_equal_vert (439 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_vert (451 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert
[       OK ] WebglConformance.conformance_glsl_implicit_less_than_equal_vert (404 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_float_vert (449 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat2_vert (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat3_vert (496 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_mat4_vert (427 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec2_vert (355 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec3_vert (449 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_int_vec4_vert (441 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec2_vec2_vert (458 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec3_vec3_vert (411 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_multiply_ivec4_vec4_vert (466 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_int_float_vert (428 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec2_vec2_vert (416 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec3_vec3_vert (423 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_not_equal_ivec4_vec4_vert (453 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_float_vert (438 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat2_vert (434 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat3_vert (457 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_mat4_vert (412 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec2_vert (484 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec3_vert (424 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_int_vec4_vert (465 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec2_vec2_vert (439 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec3_vec3_vert (404 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_subtract_ivec4_vec4_vert (452 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_int_float_vert (420 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec2_vec2_vert (451 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec3_vec3_vert (445 ms)
[ RUN      ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert
[       OK ] WebglConformance.conformance_glsl_implicit_ternary_ivec4_vec4_vert (446 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_float_literal_vert
[       OK ] WebglConformance.conformance_glsl_literals_float_literal_vert (388 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_literal_precision
[       OK ] WebglConformance.conformance_glsl_literals_literal_precision (419 ms)
[ RUN      ] WebglConformance.conformance_glsl_literals_overflow_leak_vert
[       OK ] WebglConformance.conformance_glsl_literals_overflow_leak_vert (399 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat4_to_mat3 (408 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction
[       OK ] WebglConformance.conformance_glsl_matrices_glsl_mat3_construction (355 ms)
[ RUN      ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply
[       OK ] WebglConformance.conformance_glsl_matrices_matrix_compound_multiply (408 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits
[30242:30242:0702/225809:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: location length > 256", source: http://127.0.0.1:35291/conformance/glsl/misc/attrib-location-length-limits.html (0)
[30242:30242:0702/225809:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225809:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: location length > 256", source: http://127.0.0.1:35291/conformance/glsl/misc/attrib-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_attrib_location_length_limits (301 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_boolean_precision
[       OK ] WebglConformance.conformance_glsl_misc_boolean_precision (410 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_const_variable_initialization
WARNING:root:2015-07-02 22:58:13,258:WebglConformance.conformance_glsl_misc_const_variable_initialization was expected to fail, but passed.

[       OK ] WebglConformance.conformance_glsl_misc_const_variable_initialization (3519 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden
[       OK ] WebglConformance.conformance_glsl_misc_embedded_struct_definitions_forbidden (448 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_declaration
[       OK ] WebglConformance.conformance_glsl_misc_empty_declaration (508 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_empty_main_vert
[       OK ] WebglConformance.conformance_glsl_misc_empty_main_vert (460 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer
[       OK ] WebglConformance.conformance_glsl_misc_expression_list_in_declarator_initializer (1028 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert
[       OK ] WebglConformance.conformance_glsl_misc_gl_position_unset_vert (426 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_function_nodes
[       OK ] WebglConformance.conformance_glsl_misc_glsl_function_nodes (396 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch
[       OK ] WebglConformance.conformance_glsl_misc_glsl_vertex_branch (347 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_glsl_long_variable_names (379 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_comments_vert (391 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_non_ascii_vert
[30242:30242:0702/225817:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/glsl/misc/non-ascii.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_non_ascii_vert (461 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_re_compile_re_link
[       OK ] WebglConformance.conformance_glsl_misc_re_compile_re_link (475 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant
[       OK ] WebglConformance.conformance_glsl_misc_sequence_operator_returns_constant (453 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed
[       OK ] WebglConformance.conformance_glsl_misc_shader_precision_format_obeyed (549 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_struct_scope
[       OK ] WebglConformance.conformance_glsl_misc_shader_struct_scope (473 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_uniform_packing_restrictions (7264 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions
[       OK ] WebglConformance.conformance_glsl_misc_shader_varying_packing_restrictions (926 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_define (480 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_256_character_identifier_frag (445 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_define (389 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_257_character_identifier_frag (409 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with__webgl_identifier_vert (725 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_frag (414 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_arbitrary_indexing_vert (422 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_containing_arrays
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_containing_arrays (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_uniform
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_array_of_structs_uniform (316 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_array_vert (417 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_attrib_struct_vert (444 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_clipvertex_vert (420 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping (446 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_conditional_scoping_negative (430 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_frag (440 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_default_precision_vert (470 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag
[30242:30242:0702/225835:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/glsl/misc/shader-with-define-line-continuation.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_define_line_continuation_frag (515 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_no_ext_frag (428 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_dfdx_frag (452 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_do_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_do_loop (470 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_error_directive
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_error_directive (411 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_explicit_int_cast_vert (433 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_float_return_value_frag (424 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_scoping (427 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_for_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_for_loop (455 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_frag_depth_frag (397 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_recursion_frag (439 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_function_scoped_struct (444 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_functional_scoping (521 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_assignment (404 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_conditional_assignment (557 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_comma_separated_variable_declarations (418 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glcolor_vert (465 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_1_frag (461 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_gles_symbol_frag (414 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_glprojectionmatrix_vert (452 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_implicit_vec3_to_vec4_cast_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_implicit_vec3_to_vec4_cast_vert (424 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_include_vert
[30242:30242:0702/225845:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/glsl/misc/shader-with-include.vert.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_include_vert (412 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_int_return_value_frag (386 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_invalid_identifier_frag (447 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec2_return_value_frag (469 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec3_return_value_frag (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_ivec4_return_value_frag (439 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_limited_indexing_frag (508 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_hex_int_constant_macro (413 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_long_line
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_long_line (431 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_ascii_error_frag (408 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_non_reserved_words (12748 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_precision_frag (396 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_preprocessor_whitespace (436 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag
[30242:30242:0702/225902:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/glsl/misc/shader-with-quoted-error.frag.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_quoted_error_frag (445 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_reserved_words (3135 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_similar_uniform_array_names (385 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_too_many_uniforms (477 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_two_initializer_types (537 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_undefined_preprocessor_symbol_frag (452 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_uniform_in_loop_condition_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_uniform_in_loop_condition_vert (403 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec2_return_value_frag (454 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec3_return_value_frag (429 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_return_value_frag (488 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_vec4_vec3_vec4_conditional (463 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_frag (408 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_100_vert (491 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_120_vert (467 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_version_130_vert (415 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_webgl_identifier_vert (468 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_while_loop
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_while_loop (431 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag
[       OK ] WebglConformance.conformance_glsl_misc_shader_without_precision_frag (449 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_constant_expression_loop_conditions (428 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_invariance
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_invariance (563 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_name_conflicts (454 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_uniforms (1597 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_mis_matching_varyings (701 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_missing_varyings (565 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_uniform_structs (489 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shaders_with_varyings
[       OK ] WebglConformance.conformance_glsl_misc_shaders_with_varyings (475 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shared
[       OK ] WebglConformance.conformance_glsl_misc_shared (446 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_exceeds_maximum (462 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_under_maximum (433 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits
[30242:30242:0702/225920:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: location length > 256", source: http://127.0.0.1:35291/conformance/glsl/misc/uniform-location-length-limits.html (0)
[       OK ] WebglConformance.conformance_glsl_misc_uniform_location_length_limits (334 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_short_circuiting_operators (588 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch
[       OK ] WebglConformance.conformance_glsl_misc_shader_with_global_variable_precision_mismatch (494 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_large_loop_compile
[       OK ] WebglConformance.conformance_glsl_misc_large_loop_compile (879 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_equals
[       OK ] WebglConformance.conformance_glsl_misc_struct_equals (471 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_assign
[       OK ] WebglConformance.conformance_glsl_misc_struct_assign (469 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators
[       OK ] WebglConformance.conformance_glsl_misc_struct_mixed_array_declarators (1027 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names
[       OK ] WebglConformance.conformance_glsl_misc_struct_nesting_of_variable_names (3242 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms
[       OK ] WebglConformance.conformance_glsl_misc_struct_specifiers_in_uniforms (658 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_struct_unary_operators
[       OK ] WebglConformance.conformance_glsl_misc_struct_unary_operators (1005 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operator_on_arrays (475 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_global_initializers (569 ms)
[ RUN      ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers
[       OK ] WebglConformance.conformance_glsl_misc_ternary_operators_in_initializers (583 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_field_vert (453 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_function_vert (447 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_struct_vert (391 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved__webgl_variable_vert (457 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_field_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_field_vert (388 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_function_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_function_vert (410 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_struct_vert (385 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_variable_vert (422 ms)
[ RUN      ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved
[       OK ] WebglConformance.conformance_glsl_reserved_webgl_preprocessor_reserved (395 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2d_bias (368 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dlod (346 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dproj (437 ms)
[ RUN      ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod
[       OK ] WebglConformance.conformance_glsl_samplers_glsl_function_texture2dprojlod (566 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord (343 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_frontfacing
[       OK ] WebglConformance.conformance_glsl_variables_gl_frontfacing (321 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_pointcoord
[       OK ] WebglConformance.conformance_glsl_variables_gl_pointcoord (505 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_glsl_built_ins
[       OK ] WebglConformance.conformance_glsl_variables_glsl_built_ins (423 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragcoord_xy_values (337 ms)
[ RUN      ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor
[       OK ] WebglConformance.conformance_glsl_variables_gl_fragdata_and_fragcolor (416 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_attribs
[       OK ] WebglConformance.conformance_limits_gl_min_attribs (355 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_max_texture_dimensions
[       OK ] WebglConformance.conformance_limits_gl_max_texture_dimensions (342 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_textures
[       OK ] WebglConformance.conformance_limits_gl_min_textures (365 ms)
[ RUN      ] WebglConformance.conformance_limits_gl_min_uniforms
[       OK ] WebglConformance.conformance_limits_gl_min_uniforms (420 ms)
[ RUN      ] WebglConformance.conformance_misc_bad_arguments_test
[30242:30242:0702/225940:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/bad-arguments-test.html (0)
[       OK ] WebglConformance.conformance_misc_bad_arguments_test (331 ms)
[ RUN      ] WebglConformance.conformance_misc_boolean_argument_conversion
[30242:30242:0702/225940:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix2fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix3fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[30242:30242:0702/225940:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:35291/conformance/misc/boolean-argument-conversion.html (0)
[       OK ] WebglConformance.conformance_misc_boolean_argument_conversion (355 ms)
[ RUN      ] WebglConformance.conformance_misc_delayed_drawing
[       OK ] WebglConformance.conformance_misc_delayed_drawing (1365 ms)
[ RUN      ] WebglConformance.conformance_misc_error_reporting
[30242:30242:0702/225942:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30242:30242:0702/225942:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/225942:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/misc/error-reporting.html (0)
[       OK ] WebglConformance.conformance_misc_error_reporting (295 ms)
[ RUN      ] WebglConformance.conformance_misc_expando_loss
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Current program: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Current program: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Current program: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Current program: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Shader[0]: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Shader[1]: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL Vertex Attribute Buffer: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30242:30242:0702/225942:INFO:CONSOLE(11)] "FAIL STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.", source:  (11)
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[30272:30272:0702/225942:ERROR:gles2_cmd_decoder.cc(5604)] [.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: 
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:35291/conformance/misc/expando-loss.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:35291/conformance/misc/expando-loss.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:35291/conformance/misc/expando-loss.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:35291/conformance/misc/expando-loss.html (0)
[30242:30242:0702/225942:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]GL ERROR :GL_INVALID_VALUE : glFramebufferRenderbuffer: ", source: http://127.0.0.1:35291/conformance/misc/expando-loss.html (0)

Expected exception while running WebglConformance.conformance_misc_expando_loss

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.
FAIL getParameter(TEXTURE_BINDING_2D): Expect basic expando to survive despite GC.
getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.
FAIL getParameter(TEXTURE_BINDING_2D): Expect subobject expando to survive despite GC.
getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.
FAIL getParameter(FRAMEBUFFER_BINDING): Expect basic expando to survive despite GC.
getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.
FAIL getParameter(FRAMEBUFFER_BINDING): Expect subobject expando to survive despite GC.
getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.
FAIL getParameter(RENDERBUFFER_BINDING): Expect basic expando to survive despite GC.
getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.
FAIL getParameter(RENDERBUFFER_BINDING): Expect subobject expando to survive despite GC.
getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.
FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.
getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.
FAIL getParameter(ELEMENT_ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.
getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.
FAIL getParameter(ARRAY_BUFFER_BINDING): Expect basic expando to survive despite GC.
getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.
FAIL getParameter(ARRAY_BUFFER_BINDING): Expect subobject expando to survive despite GC.
getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.
FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect basic expando to survive despite GC.
getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.
FAIL getParameter(TEXTURE_BINDING_CUBE_MAP): Expect subobject expando to survive despite GC.
Current program: Expect basic expando to survive despite GC.
FAIL Current program: Expect basic expando to survive despite GC.
Current program: Expect subobject expando to survive despite GC.
FAIL Current program: Expect subobject expando to survive despite GC.
Shader[0]: Expect basic expando to survive despite GC.
FAIL Shader[0]: Expect basic expando to survive despite GC.
Shader[0]: Expect subobject expando to survive despite GC.
FAIL Shader[0]: Expect subobject expando to survive despite GC.
Shader[1]: Expect basic expando to survive despite GC.
FAIL Shader[1]: Expect basic expando to survive despite GC.
Shader[1]: Expect subobject expando to survive despite GC.
FAIL Shader[1]: Expect subobject expando to survive despite GC.
Vertex Attribute Buffer: Expect basic expando to survive despite GC.
FAIL Vertex Attribute Buffer: Expect basic expando to survive despite GC.
Vertex Attribute Buffer: Expect subobject expando to survive despite GC.
FAIL Vertex Attribute Buffer: Expect subobject expando to survive despite GC.
COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.
FAIL COLOR_ATTACHMENT0: Expect basic expando to survive despite GC.
COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.
FAIL COLOR_ATTACHMENT0: Expect subobject expando to survive despite GC.
DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.
FAIL DEPTH_ATTACHMENT: Expect basic expando to survive despite GC.
DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.
FAIL DEPTH_ATTACHMENT: Expect subobject expando to survive despite GC.
DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.
FAIL DEPTH_STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.
DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.
FAIL DEPTH_STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.
STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.
FAIL STENCIL_ATTACHMENT: Expect basic expando to survive despite GC.
STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.
FAIL STENCIL_ATTACHMENT: Expect subobject expando to survive despite GC.

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x353b950>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.conformance_misc_expando_loss (418 ms)
[ RUN      ] WebglConformance.conformance_misc_functions_returning_strings
[       OK ] WebglConformance.conformance_misc_functions_returning_strings (349 ms)
[ RUN      ] WebglConformance.conformance_misc_instanceof_test
[       OK ] WebglConformance.conformance_misc_instanceof_test (334 ms)
[ RUN      ] WebglConformance.conformance_misc_invalid_passed_params
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: renderbufferStorage: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: scissor: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[30242:30242:0702/225943:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/misc/invalid-passed-params.html (0)
[       OK ] WebglConformance.conformance_misc_invalid_passed_params (367 ms)
[ RUN      ] WebglConformance.conformance_misc_is_object
[       OK ] WebglConformance.conformance_misc_is_object (296 ms)
[ RUN      ] WebglConformance.conformance_misc_null_object_behaviour
[30242:30242:0702/225944:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: attachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: detachShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getProgramInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderParameter: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderInfoLog: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getShaderSource: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getUniformLocation: no object or object deleted", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30272:30272:0702/225944:ERROR:buffer_manager.cc(395)] [.WebGLRenderingContext-0x3c0a69e5b6e0]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getTexParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5b6e0]GL ERROR :GL_INVALID_OPERATION : glGetBufferParameteriv: no buffer bound for target", source: http://127.0.0.1:35291/conformance/misc/null-object-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_null_object_behaviour (339 ms)
[ RUN      ] WebglConformance.conformance_misc_object_deletion_behaviour
[30242:30242:0702/225944:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225944:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/misc/object-deletion-behaviour.html (0)
[       OK ] WebglConformance.conformance_misc_object_deletion_behaviour (520 ms)
[ RUN      ] WebglConformance.conformance_misc_shader_precision_format
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderPrecisionFormat: invalid shader type", source: http://127.0.0.1:35291/conformance/misc/shader-precision-format.html (0)
[       OK ] WebglConformance.conformance_misc_shader_precision_format (358 ms)
[ RUN      ] WebglConformance.conformance_misc_type_conversion_test
[30242:30242:0702/225945:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: size == 0", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: clear: invalid mask", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30272:30272:0702/225945:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[30242:30242:0702/225945:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/misc/type-conversion-test.html (0)
[       OK ] WebglConformance.conformance_misc_type_conversion_test (579 ms)
[ RUN      ] WebglConformance.conformance_misc_uninitialized_test
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform1i: wrong uniform function for type
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e64580]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/225946:ERROR:logger.cc(46)] Too many GL errors, not reporting any more for this context. use --disable-gl-error-limit to see all errors.
[       OK ] WebglConformance.conformance_misc_uninitialized_test (523 ms)
[ RUN      ] WebglConformance.conformance_misc_webgl_specific
[30242:30242:0702/225946:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: front and back stencils settings do not match", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30242:30242:0702/225946:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[30272:30272:0702/225946:ERROR:gles2_cmd_decoder_autogen.h(2341)] [.WebGLRenderingContext-0x3c0a69e2b580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range
[30242:30242:0702/225946:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b580]GL ERROR :GL_INVALID_VALUE : LineWidth: width out of range", source: http://127.0.0.1:35291/conformance/misc/webgl-specific.html (0)
[       OK ] WebglConformance.conformance_misc_webgl_specific (350 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_abs_abs_001_to_006 (888 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_acos_acos_001_to_006 (1183 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_all_all_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_all_all_001_to_004 (779 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_any_any_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_any_any_001_to_004 (772 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_array_array_001_to_006
[30272:30272:0702/225950:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225950:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225950:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[30272:30272:0702/225951:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225951:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/array/array_001_to_006.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_array_array_001_to_006 (781 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_asin_asin_001_to_006 (1173 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_001_to_008 (1256 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_atan_atan_009_to_012 (989 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[30272:30272:0702/225955:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225955:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_001_to_008 (1016 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[30272:30272:0702/225956:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225956:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e7840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biConstants/biConstants_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biConstants_biConstants_009_to_016 (1030 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002
[30272:30272:0702/225957:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225957:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[30272:30272:0702/225957:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225957:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[30272:30272:0702/225957:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/225957:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/biuDepthRange/biuDepthRange_001_to_002.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_biuDepthRange_biuDepthRange_001_to_002 (640 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_build_build_001_to_008 (570 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_build_build_009_to_016 (581 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_build_build_017_to_024 (396 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_build_build_025_to_032 (521 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_build_build_033_to_040 (407 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_build_build_041_to_048 (457 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_build_build_049_to_056 (459 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_build_build_057_to_064 (424 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_build_build_065_to_072 (424 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_build_build_073_to_080 (429 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_081_to_088
[30242:30242:0702/230002:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_081_to_088.html (0)
[30242:30242:0702/230002:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_081_to_088.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_081_to_088 (402 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_build_build_089_to_096 (415 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_build_build_097_to_104 (441 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_build_build_105_to_112 (424 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_build_build_113_to_120 (408 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_121_to_128
[       OK ] WebglConformance.conformance_ogles_GL_build_build_121_to_128 (411 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_129_to_136
[30242:30242:0702/230005:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_129_to_136.html (0)
[30242:30242:0702/230005:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_129_to_136.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_129_to_136 (443 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_137_to_144
[30242:30242:0702/230005:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_137_to_144.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_137_to_144 (397 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_145_to_152
[       OK ] WebglConformance.conformance_ogles_GL_build_build_145_to_152 (433 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_153_to_160
[       OK ] WebglConformance.conformance_ogles_GL_build_build_153_to_160 (445 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_161_to_168
[       OK ] WebglConformance.conformance_ogles_GL_build_build_161_to_168 (491 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_169_to_176
[30242:30242:0702/230007:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/conformance/ogles/GL/build/build_169_to_176.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_build_build_169_to_176 (409 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_build_build_177_to_178
[       OK ] WebglConformance.conformance_ogles_GL_build_build_177_to_178 (406 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_built_in_varying_array_out_of_bounds_built_in_varying_array_out_of_bounds_001_to_001
[       OK ] WebglConformance.conformance_ogles_GL_built_in_varying_array_out_of_bounds_built_in_varying_array_out_of_bounds_001_to_001 (417 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_ceil_ceil_001_to_006 (924 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_clamp_clamp_001_to_006 (926 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[30272:30272:0702/230010:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230010:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_001_to_008 (859 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010
[30272:30272:0702/230011:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230011:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[30272:30272:0702/230011:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230011:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[30272:30272:0702/230011:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230011:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/control_flow/control_flow_009_to_010.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_control_flow_control_flow_009_to_010 (536 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_cos_cos_001_to_006 (1034 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002
[       OK ] WebglConformance.conformance_ogles_GL_cross_cross_001_to_002 (624 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_default_default_001_to_001
[       OK ] WebglConformance.conformance_ogles_GL_default_default_001_to_001 (497 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_degrees_degrees_001_to_006 (822 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002
[30272:30272:0702/230014:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f159a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230014:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f159a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/discard/discard_001_to_002.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_discard_discard_001_to_002 (466 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_distance_distance_001_to_006 (1012 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_dot_dot_001_to_006 (854 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_001_to_008 (1055 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_equal_equal_009_to_012 (746 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_001_to_008 (1091 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp_exp_009_to_012 (773 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_001_to_008 (1106 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_exp2_exp2_009_to_012 (901 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_faceforward_faceforward_001_to_006 (1006 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_floor_floor_001_to_006 (941 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_fract_fract_001_to_006 (939 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230025:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230025:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_001_to_008 (965 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[30272:30272:0702/230026:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230026:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_009_to_016 (854 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[30272:30272:0702/230027:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230027:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15dc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_017_to_024 (871 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[30272:30272:0702/230028:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230028:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_025_to_032 (865 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[30272:30272:0702/230029:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230029:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_033_to_040 (935 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_041_to_048.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_041_to_048 (862 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230030:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230030:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2c9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_049_to_056.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_049_to_056 (840 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230031:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230031:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69132000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_057_to_064.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_057_to_064 (846 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230032:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[30272:30272:0702/230032:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042b00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_065_to_072.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_065_to_072 (863 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[30272:30272:0702/230033:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230033:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_073_to_080.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_073_to_080 (924 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[30272:30272:0702/230034:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230034:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_081_to_088.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_081_to_088 (941 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[30272:30272:0702/230035:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230035:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_089_to_096.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_089_to_096 (840 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[30272:30272:0702/230036:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230036:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_097_to_104.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_097_to_104 (892 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[30272:30272:0702/230037:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230037:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_105_to_112.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_105_to_112 (1022 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cdeb00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_113_to_120.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_113_to_120 (878 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230038:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230038:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69cde420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/functions/functions_121_to_126.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_functions_functions_121_to_126 (747 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[30272:30272:0702/230039:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230039:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6912d160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FragCoord/gl_FragCoord_001_to_003.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_gl_FragCoord_gl_FragCoord_001_to_003 (623 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001
[30272:30272:0702/230040:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/230040:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230040:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FrontFacing/gl_FrontFacing_001_to_001.html (0)
[30242:30242:0702/230040:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/gl_FrontFacing/gl_FrontFacing_001_to_001.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_gl_FrontFacing_gl_FrontFacing_001_to_001 (488 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThan_greaterThan_001_to_008 (1047 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_greaterThanEqual_greaterThanEqual_001_to_008 (1099 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_inversesqrt_inversesqrt_001_to_006 (879 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_length_length_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_length_length_001_to_006 (951 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThan_lessThan_001_to_008 (1115 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_lessThanEqual_lessThanEqual_001_to_008 (1042 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log_log_001_to_008 (1080 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log_log_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log_log_009_to_012 (922 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_001_to_008 (1165 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_log2_log2_009_to_012 (853 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008
[30272:30272:0702/230050:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230050:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_001_to_008 (902 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230051:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230051:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a690a72c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_009_to_016 (873 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230052:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230052:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a042000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_017_to_024 (919 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230053:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230053:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b5ab00]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_025_to_032 (1047 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230054:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230054:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_033_to_040 (1044 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230055:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230055:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69258420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat/mat_041_to_046.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat_mat_041_to_046 (801 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[30272:30272:0702/230056:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230056:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e64c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mat3/mat3_001_to_006.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mat3_mat3_001_to_006 (729 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_matrixCompMult_matrixCompMult_001_to_004 (744 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_max_max_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_max_max_001_to_006 (783 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_min_min_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_min_min_001_to_006 (792 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_mix_mix_001_to_006 (957 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008
[30272:30272:0702/230101:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230101:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[30272:30272:0702/230101:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230101:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[30272:30272:0702/230101:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230101:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62840]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/mod/mod_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_mod_mod_001_to_008 (1079 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_normalize_normalize_001_to_006 (1023 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_not_not_001_to_004
[       OK ] WebglConformance.conformance_ogles_GL_not_not_001_to_004 (830 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_001_to_008 (1038 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012
[       OK ] WebglConformance.conformance_ogles_GL_notEqual_notEqual_009_to_012 (849 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[30272:30272:0702/230105:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230105:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_001_to_008 (738 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[30272:30272:0702/230106:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230106:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694722c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_009_to_016 (916 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d35160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_017_to_024 (880 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[30272:30272:0702/230107:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230107:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e5a2c0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/operators/operators_025_to_026.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_operators_operators_025_to_026 (473 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_001_to_008 (972 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_009_to_016 (1071 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_pow_pow_017_to_024 (1364 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_radians_radians_001_to_006 (967 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_reflect_reflect_001_to_006 (952 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_refract_refract_001_to_006 (1056 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sign_sign_001_to_006 (931 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sin_sin_001_to_006 (1158 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_smoothstep_smoothstep_001_to_006 (927 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_sqrt_sqrt_001_to_006 (888 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_step_step_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_step_step_001_to_006 (932 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230119:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230119:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f769a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_001_to_008 (1010 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230120:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230120:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0b000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_009_to_016 (1037 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230121:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230121:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b9f9a0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_017_to_024.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_017_to_024 (1003 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230122:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230122:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a689c8580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_025_to_032.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_025_to_032 (986 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230123:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230123:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfbdc0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_033_to_040.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_033_to_040 (1122 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230124:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230124:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69dfb000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_041_to_048.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_041_to_048 (1080 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230125:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230125:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[30272:30272:0702/230126:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230126:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7d580]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/struct/struct_049_to_056.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_struct_struct_049_to_056 (1011 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_001_to_008 (1033 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_009_to_016 (1074 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_017_to_024 (1016 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_025_to_032 (1040 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_033_to_040 (1047 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_041_to_048 (1068 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_049_to_056 (1124 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_057_to_064 (1074 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_065_to_072 (1018 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_073_to_080 (1012 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_081_to_088 (1021 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_089_to_096 (1124 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_097_to_104 (1078 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_105_to_112 (1062 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120
[       OK ] WebglConformance.conformance_ogles_GL_swizzlers_swizzlers_113_to_120 (1084 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006
[       OK ] WebglConformance.conformance_ogles_GL_tan_tan_001_to_006 (922 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230143:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230143:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692586e0]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_001_to_008 (834 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[30272:30272:0702/230144:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230144:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a694a0000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_009_to_016.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_009_to_016 (886 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018
[30272:30272:0702/230145:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230145:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[30272:30272:0702/230145:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230145:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[30272:30272:0702/230145:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230145:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec/vec_017_to_018.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec_vec_017_to_018 (463 ms)
[ RUN      ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008
[30272:30272:0702/230145:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230145:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230145:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72420]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/ogles/GL/vec3/vec3_001_to_008.html (0)
[       OK ] WebglConformance.conformance_ogles_GL_vec3_vec3_001_to_008 (887 ms)
[ RUN      ] WebglConformance.conformance_programs_get_active_test
[30242:30242:0702/230146:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(10739)] [.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30272:30272:0702/230146:ERROR:gles2_cmd_decoder.cc(10935)] [.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveAttrib: object does not belong to this context", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getActiveUniform: object does not belong to this context", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveUniform: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getActiveAttrib: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveUniform: index out of range", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[30242:30242:0702/230146:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d4e420]GL ERROR :GL_INVALID_VALUE : glGetActiveAttrib: index out of range", source: http://127.0.0.1:35291/conformance/programs/get-active-test.html (0)
[       OK ] WebglConformance.conformance_programs_get_active_test (542 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_test
[30242:30242:0702/230147:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-test.html (0)
[30242:30242:0702/230147:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindAttribLocation: reserved prefix", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-test.html (0)
[30272:30272:0702/230147:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b43160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/230147:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69b43160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230147:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b43160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-test.html (0)
[30242:30242:0702/230147:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69b43160]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_test (334 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test
[30272:30272:0702/230147:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a298c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30272:30272:0702/230147:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a6a298c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230147:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a298c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-long-names-test.html (0)
[30242:30242:0702/230147:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a298c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/programs/gl-bind-attrib-location-long-names-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_bind_attrib_location_long_names_test (365 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_attribute
[       OK ] WebglConformance.conformance_programs_gl_get_active_attribute (367 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_get_active_uniform
[30242:30242:0702/230148:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1f: location not for current program", source: http://127.0.0.1:35291/conformance/programs/gl-get-active-uniform.html (0)
[       OK ] WebglConformance.conformance_programs_gl_get_active_uniform (496 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_getshadersource
[       OK ] WebglConformance.conformance_programs_gl_getshadersource (305 ms)
[ RUN      ] WebglConformance.conformance_programs_gl_shader_test
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: createShader: invalid shader type", source: http://127.0.0.1:35291/conformance/programs/gl-shader-test.html (0)
[       OK ] WebglConformance.conformance_programs_gl_shader_test (312 ms)
[ RUN      ] WebglConformance.conformance_programs_invalid_UTF_16
[       OK ] WebglConformance.conformance_programs_invalid_UTF_16 (324 ms)
[ RUN      ] WebglConformance.conformance_programs_program_test
[30272:30272:0702/230149:ERROR:gles2_cmd_decoder.cc(5418)] [.WebGLRenderingContext-0x3c0a6a042b00]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getShaderParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: attachShader: shader attachment already has shader", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getProgramParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawArrays: no valid shader program in use", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: useProgram: program not valid", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: linkProgram: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[30242:30242:0702/230149:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: compileShader: no object or object deleted", source: http://127.0.0.1:35291/conformance/programs/program-test.html (0)
[       OK ] WebglConformance.conformance_programs_program_test (414 ms)
[ RUN      ] WebglConformance.conformance_programs_use_program_crash_with_discard_in_fragment_shader
[       OK ] WebglConformance.conformance_programs_use_program_crash_with_discard_in_fragment_shader (379 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_pack_alignment
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/reading/read-pixels-pack-alignment.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/reading/read-pixels-pack-alignment.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/reading/read-pixels-pack-alignment.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/reading/read-pixels-pack-alignment.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_pack_alignment (320 ms)
[ RUN      ] WebglConformance.conformance_reading_read_pixels_test
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[30242:30242:0702/230150:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:35291/conformance/reading/read-pixels-test.html (0)
[       OK ] WebglConformance.conformance_reading_read_pixels_test (1334 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_feedback_loop
[30272:30272:0702/230152:ERROR:gles2_cmd_decoder.cc(6944)] [.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.
[30242:30242:0702/230152:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68b59c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.", source: http://127.0.0.1:35291/conformance/renderbuffers/feedback-loop.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_feedback_loop (328 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_STENCIL", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not DEPTH_COMPONENT16", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not STENCIL_INDEX8", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230152:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: conflicting DEPTH/STENCIL/DEPTH_STENCIL attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached renderbuffer is not color-renderable", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachment has a 0 dimension", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: no attachments", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: clear: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: drawArrays: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: INVALID_FRAMEBUFFER_OPERATION: copyTexSubImage2D: attachments do not have the same dimensions", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30242:30242:0702/230153:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-object-attachment.html (0)
[30272:30272:0702/230153:ERROR:gles2_cmd_decoder.cc(3673)] [.WebGLRenderingContext-0x3c0a69a3fc60]GL ERROR :GL_INVALID_OPERATION : glReadPixels: no color image attached
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_object_attachment (1236 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_state_restoration (535 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_framebuffer_test
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getFramebufferAttachmentParameter: no framebuffer bound", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferTexture2D: no framebuffer bound", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: framebufferRenderbuffer: no framebuffer bound", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindFramebuffer: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid target", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferTexture2D: invalid attachment", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: framebufferRenderbuffer: invalid attachment", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getFramebufferAttachmentParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[30242:30242:0702/230154:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: framebufferTexture2D: level not 0", source: http://127.0.0.1:35291/conformance/renderbuffers/framebuffer-test.html (0)
[       OK ] WebglConformance.conformance_renderbuffers_framebuffer_test (399 ms)
[ RUN      ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization
[       OK ] WebglConformance.conformance_renderbuffers_renderbuffer_initialization (444 ms)
[ RUN      ] WebglConformance.conformance_rendering_culling
[       OK ] WebglConformance.conformance_rendering_culling (314 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds
[30242:30242:0702/230155:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69d36c60]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-arrays-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_arrays_out_of_bounds (316 ms)
[ RUN      ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds
[30242:30242:0702/230155:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230155:INFO:CONSOLE(0)] "GL_INVALID_OPERATION : glDrawRangeElements: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230155:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: offset more than 32-bit", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30272:30272:0702/230155:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69050c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230155:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: drawElements: no ELEMENT_ARRAY_BUFFER bound", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[30242:30242:0702/230155:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69050c60]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/rendering/draw-elements-out-of-bounds.html (0)
[       OK ] WebglConformance.conformance_rendering_draw_elements_out_of_bounds (337 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_switch (303 ms)
[ RUN      ] WebglConformance.conformance_rendering_framebuffer_texture_switch
[       OK ] WebglConformance.conformance_rendering_framebuffer_texture_switch (317 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_clear
[       OK ] WebglConformance.conformance_rendering_gl_clear (296 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawarrays
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawarrays.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawarrays.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawArrays: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawarrays.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawarrays (337 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_drawelements
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid draw mode", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[30242:30242:0702/230157:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: drawElements: invalid type", source: http://127.0.0.1:35291/conformance/rendering/gl-drawelements.html (0)
[       OK ] WebglConformance.conformance_rendering_gl_drawelements (288 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_test (523 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_fbo_test
[       OK ] WebglConformance.conformance_rendering_gl_scissor_fbo_test (388 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions
[       OK ] WebglConformance.conformance_rendering_gl_scissor_canvas_dimensions (353 ms)
[ RUN      ] WebglConformance.conformance_rendering_gl_viewport_test
[       OK ] WebglConformance.conformance_rendering_gl_viewport_test (511 ms)
[ RUN      ] WebglConformance.conformance_rendering_many_draw_calls
[       OK ] WebglConformance.conformance_rendering_many_draw_calls (2193 ms)
[ RUN      ] WebglConformance.conformance_rendering_more_than_65536_indices
[       OK ] WebglConformance.conformance_rendering_more_than_65536_indices (386 ms)
[ RUN      ] WebglConformance.conformance_rendering_multisample_corruption
[30242:30242:0702/230202:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[       OK ] WebglConformance.conformance_rendering_multisample_corruption (5705 ms)
[ RUN      ] WebglConformance.conformance_rendering_negative_one_index
[       OK ] WebglConformance.conformance_rendering_negative_one_index (370 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_no_attributes
[30272:30272:0702/230208:ERROR:gles2_cmd_decoder.cc(6989)] [.WebGLRenderingContext-0x3c0a69a72000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty
[30242:30242:0702/230208:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69a72000]PERFORMANCE WARNING: Attribute 0 is disabled. This has signficant performance penalty", source: http://127.0.0.1:35291/conformance/rendering/point-no-attributes.html (0)
[       OK ] WebglConformance.conformance_rendering_point_no_attributes (305 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_size
[       OK ] WebglConformance.conformance_rendering_point_size (339 ms)
[ RUN      ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader
[       OK ] WebglConformance.conformance_rendering_point_with_gl_pointcoord_in_fragment_shader (317 ms)
[ RUN      ] WebglConformance.conformance_rendering_polygon_offset
[       OK ] WebglConformance.conformance_rendering_polygon_offset (299 ms)
[ RUN      ] WebglConformance.conformance_rendering_simple
[       OK ] WebglConformance.conformance_rendering_simple (316 ms)
[ RUN      ] WebglConformance.conformance_rendering_triangle
[       OK ] WebglConformance.conformance_rendering_triangle (341 ms)
[ RUN      ] WebglConformance.conformance_rendering_line_loop_tri_fan
[       OK ] WebglConformance.conformance_rendering_line_loop_tri_fan (432 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enable_enum_test
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enable-enum-test.html (0)
[       OK ] WebglConformance.conformance_state_gl_enable_enum_test (335 ms)
[ RUN      ] WebglConformance.conformance_state_gl_enum_tests
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquation: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: blendEquationSeparate: invalid mode", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: disable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: hint: invalid target", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: isEnabled: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: pixelStorei: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bindTexture: invalid target", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[30242:30242:0702/230210:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:35291/conformance/state/gl-enum-tests.html (0)
[       OK ] WebglConformance.conformance_state_gl_enum_tests (376 ms)
[ RUN      ] WebglConformance.conformance_state_gl_get_calls
[       OK ] WebglConformance.conformance_state_gl_get_calls (414 ms)
[ RUN      ] WebglConformance.conformance_state_gl_geterror
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: viewport: size < 0", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[30242:30242:0702/230211:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: enable: invalid capability", source: http://127.0.0.1:35291/conformance/state/gl-geterror.html (0)
[       OK ] WebglConformance.conformance_state_gl_geterror (303 ms)
[ RUN      ] WebglConformance.conformance_state_gl_getstring
[       OK ] WebglConformance.conformance_state_gl_getstring (379 ms)
[ RUN      ] WebglConformance.conformance_state_gl_object_get_calls
[30242:30242:0702/230212:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttachedShaders: no object or object deleted", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getBufferParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[30242:30242:0702/230212:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/state/gl-object-get-calls.html (0)
[       OK ] WebglConformance.conformance_state_gl_object_get_calls (2375 ms)
[ RUN      ] WebglConformance.conformance_state_state_uneffected_after_compositing
[       OK ] WebglConformance.conformance_state_state_uneffected_after_compositing (556 ms)
[ RUN      ] WebglConformance.conformance_textures_compressed_tex_image
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[30242:30242:0702/230215:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: compressedTexImage2D: invalid internalformat", source: http://127.0.0.1:35291/conformance/textures/compressed-tex-image.html (0)
[       OK ] WebglConformance.conformance_textures_compressed_tex_image (323 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d
[       OK ] WebglConformance.conformance_textures_copy_tex_image_and_sub_image_2d (789 ms)
[ RUN      ] WebglConformance.conformance_textures_copy_tex_image_2d_formats
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[30242:30242:0702/230216:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/copy-tex-image-2d-formats.html (0)
[       OK ] WebglConformance.conformance_textures_copy_tex_image_2d_formats (454 ms)
[ RUN      ] WebglConformance.conformance_textures_default_texture
[30242:30242:0702/230216:INFO:CONSOLE(11)] "at (0, 0) expected: 0,0,0,255 was 0,0,0,0", source:  (11)
[30242:30242:0702/230216:INFO:CONSOLE(11)] "FAIL at (0, 0) expected: 0,0,0,255 was 0,0,0,0", source:  (11)

Expected exception while running WebglConformance.conformance_textures_default_texture

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: at (0, 0) expected: 0,0,0,255 was 0,0,0,0
FAIL at (0, 0) expected: 0,0,0,255 was 0,0,0,0

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3716cd0>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.conformance_textures_default_texture (293 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_get_tex_parameter
[       OK ] WebglConformance.conformance_textures_gl_get_tex_parameter (329 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_pixelstorei
[       OK ] WebglConformance.conformance_textures_gl_pixelstorei (384 ms)
[ RUN      ] WebglConformance.conformance_textures_gl_teximage
[       OK ] WebglConformance.conformance_textures_gl_teximage (565 ms)
[ RUN      ] WebglConformance.conformance_textures_origin_clean_conformance
[       OK ] WebglConformance.conformance_textures_origin_clean_conformance (338 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_array_buffer_view
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_array_buffer_view (4515 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas (8547 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgb565 (8854 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgba4444 (8883 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_canvas_rgba5551 (9133 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data (479 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgb565 (430 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgba4444 (429 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_data_rgba5551 (423 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image (572 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgb565 (534 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgba4444 (546 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_image_rgba5551 (527 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_svg_image
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_svg_image (442 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video (2393 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgb565 (2156 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba4444 (2315 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_video_rgba5551 (2344 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas (7057 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgb565
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgb565 (6458 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgba4444
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgba4444 (5820 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgba5551
[       OK ] WebglConformance.conformance_textures_tex_image_and_sub_image_2d_with_webgl_canvas_rgba5551 (6098 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_and_uniform_binding_bugs
[30242:30242:0702/230337:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[       OK ] WebglConformance.conformance_textures_tex_image_and_uniform_binding_bugs (321 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_canvas_corruption
[       OK ] WebglConformance.conformance_textures_tex_image_canvas_corruption (306 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_webgl
[       OK ] WebglConformance.conformance_textures_tex_image_webgl (463 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_format_and_type
[       OK ] WebglConformance.conformance_textures_tex_image_with_format_and_type (444 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_image_with_invalid_data
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/textures/tex-image-with-invalid-data.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/textures/tex-image-with-invalid-data.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/textures/tex-image-with-invalid-data.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/textures/tex-image-with-invalid-data.html (0)
[       OK ] WebglConformance.conformance_textures_tex_image_with_invalid_data (399 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_input_validation
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid texture target", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid texture target", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: getTexParameter: invalid parameter name", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[30242:30242:0702/230339:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: copyTexSubImage2D: framebuffer is incompatible format", source: http://127.0.0.1:35291/conformance/textures/tex-input-validation.html (0)
[       OK ] WebglConformance.conformance_textures_tex_input_validation (527 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[30242:30242:0702/230340:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/textures/tex-sub-image-2d-bad-args.html (0)
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d_bad_args (370 ms)
[ RUN      ] WebglConformance.conformance_textures_tex_sub_image_2d
[       OK ] WebglConformance.conformance_textures_tex_sub_image_2d (342 ms)
[ RUN      ] WebglConformance.conformance_textures_texparameter_test
[       OK ] WebglConformance.conformance_textures_texparameter_test (302 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind_2
[       OK ] WebglConformance.conformance_textures_texture_active_bind_2 (373 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_active_bind
[       OK ] WebglConformance.conformance_textures_texture_active_bind (421 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_attachment_formats
[30242:30242:0702/230341:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/texture-attachment-formats.html (0)
[30242:30242:0702/230341:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/texture-attachment-formats.html (0)
[30242:30242:0702/230341:INFO:CONSOLE(0)] "WebGL: checkFramebufferStatus: the internalformat of the attached texture is not color-renderable", source: http://127.0.0.1:35291/conformance/textures/texture-attachment-formats.html (0)
[       OK ] WebglConformance.conformance_textures_texture_attachment_formats (419 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_clear
[       OK ] WebglConformance.conformance_textures_texture_clear (301 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_complete
[30242:30242:0702/230342:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-complete.html (0)
[       OK ] WebglConformance.conformance_textures_texture_complete (333 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_copying_feedback_loops
[30272:30272:0702/230342:ERROR:gles2_cmd_decoder.cc(9998)] [.WebGLRenderingContext-0x3c0a6a304420]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same
[30272:30272:0702/230342:ERROR:gles2_cmd_decoder.cc(10127)] [.WebGLRenderingContext-0x3c0a6a304420]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same
[30242:30242:0702/230342:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a304420]GL ERROR :GL_INVALID_OPERATION : glCopyTexImage2D: source and destination textures are the same", source: http://127.0.0.1:35291/conformance/textures/texture-copying-feedback-loops.html (0)
[30242:30242:0702/230342:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a304420]GL ERROR :GL_INVALID_OPERATION : glCopyTexSubImage2D: source and destination textures are the same", source: http://127.0.0.1:35291/conformance/textures/texture-copying-feedback-loops.html (0)
[       OK ] WebglConformance.conformance_textures_texture_copying_feedback_loops (324 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment
[       OK ] WebglConformance.conformance_textures_texture_cube_as_fbo_attachment (317 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_hd_dpi
[       OK ] WebglConformance.conformance_textures_texture_hd_dpi (379 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_formats_test
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: sRGB texture formats not enabled", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[30242:30242:0702/230343:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:35291/conformance/textures/texture-formats-test.html (0)
[       OK ] WebglConformance.conformance_textures_texture_formats_test (371 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_mips
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[30242:30242:0702/230344:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-mips.html (0)
[       OK ] WebglConformance.conformance_textures_texture_mips (440 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot_video
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot-video.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot-video.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot-video.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot-video.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot-video.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot_video (639 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_npot
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width != height for cube map", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: generateMipmap: level 0 not power of 2 or not all the same size", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[30242:30242:0702/230345:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-npot.html (0)
[       OK ] WebglConformance.conformance_textures_texture_npot (432 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size
[       OK ] WebglConformance.conformance_textures_texture_size (1151 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_size_cube_maps (957 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_size_limit
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230347:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: level out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height out of range", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[30242:30242:0702/230348:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/textures/texture-size-limit.html (0)
[       OK ] WebglConformance.conformance_textures_texture_size_limit (2391 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_sub_image_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_sub_image_cube_maps (396 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized
[       OK ] WebglConformance.conformance_textures_texture_transparent_pixels_initialized (445 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_upload_cube_maps
[       OK ] WebglConformance.conformance_textures_texture_upload_cube_maps (293 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_upload_size
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230351:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
[30242:30242:0702/230352:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/textures/texture-upload-size.html (0)
WARNING:root:2015-07-02 23:03:52,401:WebglConformance.conformance_textures_texture_upload_size was expected to fail, but passed.

[       OK ] WebglConformance.conformance_textures_texture_upload_size (1241 ms)
[ RUN      ] WebglConformance.conformance_textures_mipmap_fbo
[       OK ] WebglConformance.conformance_textures_mipmap_fbo (317 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_fakeblack
[30242:30242:0702/230353:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-fakeblack.html (0)
[30242:30242:0702/230353:INFO:CONSOLE(0)] "WebGL: drawArrays: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete'. Or the texture is Float or Half Float type with linear filtering while OES_float_linear or OES_half_float_linear extension is not enabled.", source: http://127.0.0.1:35291/conformance/textures/texture-fakeblack.html (0)
[       OK ] WebglConformance.conformance_textures_texture_fakeblack (395 ms)
[ RUN      ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube
[       OK ] WebglConformance.conformance_textures_texture_draw_with_2d_and_cube (387 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_crash (240 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_buffer_view_crash
[       OK ] WebglConformance.conformance_typedarrays_array_buffer_view_crash (231 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_unit_tests
[       OK ] WebglConformance.conformance_typedarrays_array_unit_tests (383 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_crash
[       OK ] WebglConformance.conformance_typedarrays_data_view_crash (242 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_data_view_test
[       OK ] WebglConformance.conformance_typedarrays_data_view_test (477 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers
[       OK ] WebglConformance.conformance_typedarrays_typed_arrays_in_workers (355 ms)
[ RUN      ] WebglConformance.conformance_typedarrays_array_large_array_tests
[       OK ] WebglConformance.conformance_typedarrays_array_large_array_tests (238 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_arrays
[30242:30242:0702/230355:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230355:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30272:30272:0702/230355:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30242:30242:0702/230355:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform2fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230355:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230355:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform2fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30272:30272:0702/230356:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform3fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform3fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30272:30272:0702/230356:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform4fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30272:30272:0702/230356:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30242:30242:0702/230356:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[30242:30242:0702/230356:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e62b00]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniform-arrays.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_arrays (4067 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniform_bool
[       OK ] WebglConformance.conformance_uniforms_gl_uniform_bool (395 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[30242:30242:0702/230400:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/uniforms/gl-uniformmatrix4fv.html (0)
[       OK ] WebglConformance.conformance_uniforms_gl_uniformmatrix4fv (333 ms)
[ RUN      ] WebglConformance.conformance_uniforms_gl_unknown_uniform
[       OK ] WebglConformance.conformance_uniforms_gl_unknown_uniform (299 ms)
[ RUN      ] WebglConformance.conformance_uniforms_null_uniform_location
[30242:30242:0702/230401:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[       OK ] WebglConformance.conformance_uniforms_null_uniform_location (302 ms)
[ RUN      ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access
[       OK ] WebglConformance.conformance_uniforms_out_of_bounds_uniform_array_access (4294 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_default_values
[       OK ] WebglConformance.conformance_uniforms_uniform_default_values (1574 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_values_per_program
[       OK ] WebglConformance.conformance_uniforms_uniform_values_per_program (1063 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_location
[30242:30242:0702/230408:INFO:CONSOLE(0)] "Synchronous XMLHttpRequest on the main thread is deprecated because of its detrimental effects to the end user's experience. For more help, check http://xhr.spec.whatwg.org/.", source:  (0)
[30242:30242:0702/230408:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/uniform-location.html (0)
[30242:30242:0702/230408:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniformMatrix4fv: location is not from current program", source: http://127.0.0.1:35291/conformance/uniforms/uniform-location.html (0)
[30242:30242:0702/230408:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: uniform1i: location not for current program", source: http://127.0.0.1:35291/conformance/uniforms/uniform-location.html (0)
[30242:30242:0702/230408:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: getUniform: no uniformlocation or not valid for this program", source: http://127.0.0.1:35291/conformance/uniforms/uniform-location.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_location (393 ms)
[ RUN      ] WebglConformance.conformance_uniforms_uniform_samplers_test
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30242:30242:0702/230408:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230408:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:gles2_cmd_decoder.cc(6498)] [.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range
[30272:30272:0702/230408:ERROR:logger.cc(46)] Too many GL errors, not reporting any more for this context. use --disable-gl-error-limit to see all errors.
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f15000]GL ERROR :GL_INVALID_VALUE : glUniform1i: texture unit out of range", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[30242:30242:0702/230409:INFO:CONSOLE(0)] "WebGL: too many errors, no more errors will be reported to the console for this context.", source: http://127.0.0.1:35291/conformance/uniforms/uniform-samplers-test.html (0)
[       OK ] WebglConformance.conformance_uniforms_uniform_samplers_test (20680 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_constants
[       OK ] WebglConformance.conformance_more_conformance_constants (505 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_getContext
[       OK ] WebglConformance.conformance_more_conformance_getContext (368 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_methods
[       OK ] WebglConformance.conformance_more_conformance_methods (383 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_A
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[30242:30242:0702/230430:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: detachShader: shader not attached", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-A.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_A (379 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30272:30272:0702/230431:ERROR:gles2_cmd_decoder.cc(5418)] [.WebGLRenderingContext-0x3c0a6a2c1840]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a6a2c1840]GL ERROR :GL_INVALID_VALUE : glBindAttribLocation: Invalid character", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B1.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B1 (510 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFunc: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[30242:30242:0702/230431:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: blendFuncSeparate: incompatible src and dst", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-B2.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B2 (541 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B3 (596 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_B4 (468 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_C
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-C.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: checkFramebufferStatus: invalid target", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-C.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_C (539 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: depthFunc: invalid function", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[30242:30242:0702/230433:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: depthRange: zNear > zFar", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-D_G.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_D_G (463 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bindAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[30242:30242:0702/230434:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: getAttribLocation: string not ASCII", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-G_I.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_G_I (509 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_L_S (701 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no video", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: no image", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_2D", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[30242:30242:0702/230435:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texParameter: no texture bound to GL_TEXTURE_CUBE_MAP", source: http://127.0.0.1:35291/conformance/more/conformance/quickCheckAPI-S_V.html (0)
[       OK ] WebglConformance.conformance_more_conformance_quickCheckAPI_S_V (670 ms)
[ RUN      ] WebglConformance.conformance_more_conformance_webGLArrays
[       OK ] WebglConformance.conformance_more_conformance_webGLArrays (447 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBuffer
[       OK ] WebglConformance.conformance_more_functions_bindBuffer (353 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindBufferBadArgs
[30242:30242:0702/230436:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bindBufferBadArgs.html (0)
[30242:30242:0702/230436:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bindBufferBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bindBufferBadArgs (361 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero
[       OK ] WebglConformance.conformance_more_functions_bindFramebufferLeaveNonZero (373 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferData
[       OK ] WebglConformance.conformance_more_functions_bufferData (475 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferDataBadArgs
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid target", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferData: invalid usage", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferData: no data", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bufferDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferDataBadArgs (386 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubData
[       OK ] WebglConformance.conformance_more_functions_bufferSubData (464 ms)
[ RUN      ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: bufferSubData: invalid target", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: bufferSubData: offset < 0", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30272:30272:0702/230438:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30272:30272:0702/230438:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30272:30272:0702/230438:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30272:30272:0702/230438:ERROR:buffer_manager.cc(380)] [.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bufferSubData: no buffer", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[30242:30242:0702/230438:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f76840]GL ERROR :GL_INVALID_VALUE : glBufferSubData: out of range", source: http://127.0.0.1:35291/conformance/more/functions/bufferSubDataBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_bufferSubDataBadArgs (362 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2D (396 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: border != 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level > 0 not power of 2", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid target", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[30242:30242:0702/230439:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexImage2D: level < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexImage2DBadArgs (479 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2D
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2D (406 ms)
[ RUN      ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: rectangle out of range", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: copyTexSubImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[30242:30242:0702/230440:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: copyTexSubImage2D: level < 0", source: http://127.0.0.1:35291/conformance/more/functions/copyTexSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_copyTexSubImage2DBadArgs (408 ms)
[ RUN      ] WebglConformance.conformance_more_functions_deleteBufferBadArgs
[       OK ] WebglConformance.conformance_more_functions_deleteBufferBadArgs (492 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArrays
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArrays.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArrays.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArrays.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a697b3420]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArrays.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArrays (384 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawArrays: first or count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230441:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 2", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[30242:30242:0702/230441:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e2b2c0]GL ERROR :GL_INVALID_OPERATION : glDrawArrays: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawArraysOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawArraysOutOfBounds (418 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElements
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElements.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElements.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElements.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69f7dc60]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElements.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElements (355 ms)
[ RUN      ] WebglConformance.conformance_more_functions_drawElementsBadArgs
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30242:30242:0702/230442:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: offset < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: drawElements: count < 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:vertex_attrib_manager.cc(199)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30272:30272:0702/230442:ERROR:gles2_cmd_decoder.cc(7345)] [.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer
[30242:30242:0702/230442:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: bindBuffer: buffers can not be used with multiple targets", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: attempt to access out of range vertices in attribute 0", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[30242:30242:0702/230442:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0adc0]GL ERROR :GL_INVALID_OPERATION : glDrawElements: range out of bounds for buffer", source: http://127.0.0.1:35291/conformance/more/functions/drawElementsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_drawElementsBadArgs (434 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTests
[       OK ] WebglConformance.conformance_more_functions_isTests (399 ms)
[ RUN      ] WebglConformance.conformance_more_functions_isTestsBadArgs
[       OK ] WebglConformance.conformance_more_functions_isTestsBadArgs (326 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixels
[       OK ] WebglConformance.conformance_more_functions_readPixels (365 ms)
[ RUN      ] WebglConformance.conformance_more_functions_readPixelsBadArgs
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/more/functions/readPixelsBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: readPixels: invalid dimensions", source: http://127.0.0.1:35291/conformance/more/functions/readPixelsBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: readPixels: invalid format", source: http://127.0.0.1:35291/conformance/more/functions/readPixelsBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: readPixels: format/type not RGBA/UNSIGNED_BYTE or implementation-defined values", source: http://127.0.0.1:35291/conformance/more/functions/readPixelsBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_readPixelsBadArgs (376 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2D
[       OK ] WebglConformance.conformance_more_functions_texImage2D (424 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DBadArgs
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: border != 0", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texImage2D: width or height < 0", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGBA format", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[30242:30242:0702/230444:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texImage2D: invalid type for RGB format", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DBadArgs (371 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTML (444 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs
[30242:30242:0702/230445:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/more/functions/texImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texImage2DHTMLBadArgs (371 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2D
[       OK ] WebglConformance.conformance_more_functions_texSubImage2D (345 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: invalid texture dimensions", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture format", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture type", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: ArrayBufferView not big enough for request", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[30242:30242:0702/230446:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DBadArgs (385 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTML
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTML (497 ms)
[ RUN      ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: dimensions out of range", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: size < 0", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: texSubImage2D: level < 0", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: texSubImage2D: invalid texture target", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: incompatible format and internalformat", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[30242:30242:0702/230447:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: texSubImage2D: type and format do not match texture", source: http://127.0.0.1:35291/conformance/more/functions/texSubImage2DHTMLBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_texSubImage2DHTMLBadArgs (467 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformf
[       OK ] WebglConformance.conformance_more_functions_uniformf (390 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfBadArgs
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/230448:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30242:30242:0702/230448:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1fv: no array", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30272:30272:0702/230448:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: count > 1 for non-array", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: count > 1 for non-array", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[30242:30242:0702/230448:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e9a0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformfBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformfBadArgs (541 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformfArrayLen1
[       OK ] WebglConformance.conformance_more_functions_uniformfArrayLen1 (437 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformi
[       OK ] WebglConformance.conformance_more_functions_uniformi (384 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformiBadArgs
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type
[30242:30242:0702/230449:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform4iv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6472)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type
[30242:30242:0702/230449:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniform1iv: no array", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type
[30272:30272:0702/230449:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: count > 1 for non-array", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4iv: count > 1 for non-array", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform3iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform2iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1iv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform1fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[30242:30242:0702/230449:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a69e0bdc0]GL ERROR :GL_INVALID_OPERATION : glUniform4fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformiBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformiBadArgs (403 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrix
[       OK ] WebglConformance.conformance_more_functions_uniformMatrix (406 ms)
[ RUN      ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: transpose not FALSE", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: no array", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30272:30272:0702/230450:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[30272:30272:0702/230450:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type
[30272:30272:0702/230450:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix2fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix3fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: uniformMatrix4fv: invalid size", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[30242:30242:0702/230450:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a68f9e160]GL ERROR :GL_INVALID_OPERATION : glUniformMatrix2fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/functions/uniformMatrixBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_uniformMatrixBadArgs (398 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttrib
[       OK ] WebglConformance.conformance_more_functions_vertexAttrib (383 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribBadArgs
[30242:30242:0702/230451:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribBadArgs.html (0)
[30242:30242:0702/230451:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribBadArgs.html (0)
[30242:30242:0702/230451:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1f: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribBadArgs.html (0)
[30242:30242:0702/230451:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttrib1fv: no array", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribBadArgs (385 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointer
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointer (389 ms)
[ RUN      ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: offset < 0", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: bad size or stride", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: stride or offset not valid for type", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_ENUM: vertexAttribPointer: invalid type", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: vertexAttribPointer: index out of range", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[30242:30242:0702/230452:INFO:CONSOLE(0)] "WebGL: INVALID_OPERATION: vertexAttribPointer: no bound ARRAY_BUFFER", source: http://127.0.0.1:35291/conformance/more/functions/vertexAttribPointerBadArgs.html (0)
[       OK ] WebglConformance.conformance_more_functions_vertexAttribPointerBadArgs (432 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_arrayOutOfBounds
[       OK ] WebglConformance.conformance_more_glsl_arrayOutOfBounds (355 ms)
[ RUN      ] WebglConformance.conformance_more_glsl_uniformOutOfBounds
[30272:30272:0702/230452:ERROR:gles2_cmd_decoder.cc(6438)] [.WebGLRenderingContext-0x3c0a692e79a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type
[30242:30242:0702/230452:INFO:CONSOLE(0)] "[.WebGLRenderingContext-0x3c0a692e79a0]GL ERROR :GL_INVALID_OPERATION : glUniform3fv: wrong uniform function for type", source: http://127.0.0.1:35291/conformance/more/glsl/uniformOutOfBounds.html (0)
[       OK ] WebglConformance.conformance_more_glsl_uniformOutOfBounds (416 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conditionals
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	out0 = 0.0;
	if (in0 >= 1.0)
		out0 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	out0 = 0.0;
	if (in0 >= 1.0)
		out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;
varying float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (in0 >= 1.0)
	{
		out0 = 1.0;
		out1 = 0.0;
	}
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;
varying float out1;
uniform float ref_out1;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;
uniform float ref_out1;
float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (in0 >= 1.0)
	{
		out0 = 1.0;
		out1 = 0.0;
	}
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;
varying float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (in0 >= 1.0)
		out0 = 1.0, out1 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;
varying float out1;
uniform float ref_out1;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;
uniform float ref_out1;
float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (in0 >= 1.0)
		out0 = 1.0, out1 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;
varying float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (false, in0 >= 1.0)
		out0 = 1.0, out1 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;
varying float out1;
uniform float ref_out1;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;
uniform float ref_out1;
float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (false, in0 >= 1.0)
		out0 = 1.0, out1 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;
varying float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (false || (in0 >= 1.0) && (in0 - 2.0*in0 < 0.0))
		out0 = 1.0, out1 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;
varying float out1;
uniform float ref_out1;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;
uniform float ref_out1;
float out1;

void main()
{
	out0 = 0.0;
	out1 = 1.0;
	if (false || (in0 >= 1.0) && (in0 - 2.0*in0 < 0.0))
		out0 = 1.0, out1 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
RES = RES && isOk(out1, ref_out1, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	if (in0 >= 1.0)
		out0 = 1.0;
	else
		out0 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	if (in0 >= 1.0)
		out0 = 1.0;
	else
		out0 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	out0 = 0.0;
	if (in0 >= 2.0)
		out0 = 2.0;
	else if (in0 >= 1.0)
		out0 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	out0 = 0.0;
	if (in0 >= 2.0)
		out0 = 2.0;
	else if (in0 >= 1.0)
		out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	if (in0 >= 2.0)
		out0 = 2.0;
	else if (in0 >= 1.0)
		out0 = 1.0;
	else
		out0 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	if (in0 >= 2.0)
		out0 = 2.0;
	else if (in0 >= 1.0)
		out0 = 1.0;
	else
		out0 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	if (in0 >= 2.0)
	{
		out0 = 2.0;
	}
	else if (in0 >= 1.0)
		out0 = 2.0, out0 = 1.0;
	else
		out0 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	if (in0 >= 2.0)
	{
		out0 = 2.0;
	}
	else if (in0 >= 1.0)
		out0 = 2.0, out0 = 1.0;
	else
		out0 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (true
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
uniform int u0;
void main()
{
	if (u0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
uniform int u0;
void main()
{
	if (u0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (5.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (0.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230453:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	if (1.0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
uniform sampler2D s0;
void main()
{
	if (s0)
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conditionals (1300 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constants
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	out0 = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	out0 = in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

uniform float uni0;
void main()
{
	out0 = uni0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

uniform float uni0;
void main()
{
	out0 = uni0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = +1.123;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = +1.123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.123;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 123.;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 123.;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = .123;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = .123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1.23e+2;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.23e+2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.23E+2;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230454:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.23E+2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.23e2;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.23e2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1.23e-1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.23e-1;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1e3;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1e3;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 123;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 123;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = -321;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = -321;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0x7B;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0x7B;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0X7b;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0X7b;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0173;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0173;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;

void main()
{
	out0 = true;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;

void main()
{
	out0 = true;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;

void main()
{
	out0 = false;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;

void main()
{
	out0 = false;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 1000.0;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_global_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "loading: constants.test", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "completed load request: constants.test", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_input_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_input_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_uniform_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_uniform_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_0_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_0_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_3_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_3_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_4_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_4_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_5_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_5_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_6_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_6_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_7_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_7_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_8_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.float_8_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_0_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_0_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_3_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_3_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_4_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.int_4_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.bool_0_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.bool_0_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.bool_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.bool_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_global_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_global_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 1000.0;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_global_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_main_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant = -1000.0;
	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_main_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_main_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant = -1000.0;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_main_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_function_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

loat func()

    const float theConstant = -0.012;
	return theConstant;				

oid main()

	out0 = func();
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_function_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_function_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func()

    const float theConstant = -0.012;
	return theConstant;				

oid main()

	out0 = func();
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_function_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant = 100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant = 100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_3_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func();
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_scope_shawdowing_4_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func();
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_scope_shawdowing_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theGlobalConstant = 10.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func() * theGlobalConstant + theConstant;
    }
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_operations_with_const_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theGlobalConstant = 10.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func() * theGlobalConstant + theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_operations_with_const_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant1 = 10.0;
	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant1 = 10.0;
	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant1 = 10.0;
	{
		const float theConstant2 = theConstant1;
		out0 = theConstant2;
	}
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant1 = 10.0;
	{
		const float theConstant2 = theConstant1;
		out0 = theConstant2;
	}
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant1 = 10.0;
oid main()

	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_3_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant1 = 10.0;
oid main()

	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant1 = 10.0;
loat func()

	const float theConstant2 = theConstant1;
	return theConstant2;				

oid main()

	out0 = func();
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assignment_4_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant1 = 10.0;
loat func()

	const float theConstant2 = theConstant1;
	return theConstant2;				

oid main()

	out0 = func();
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_assignment_4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

niform float theUniform;
oid main()

	const float theConstant = theUniform;
	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_uniform_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

niform float theUniform;
oid main()

	const float theConstant = theUniform;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_varying", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

ying float theVarying;
d main()

theVarying = 1.0;
gl_Position = vec(1.0);
 	
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

arying float theVarying;
oid main()

	const float theConstant = theVarying;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

loat func(const float gotcha)

	const float theConstant2 = gotcha;
	return theConstant2*2.0;				

oid main()

    const float theConstant = 10.0;
	out0 = func(theConstant);
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_function_gotcha_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func(const float gotcha)

	const float theConstant2 = gotcha;
	return theConstant2*2.0;				

oid main()

    const float theConstant = 10.0;
	out0 = func(theConstant);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = float(10);
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_int_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_int_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = float(10);
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_int_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec2(1.0, 10.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec2(1.0, 10.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec3(1.0, 10.0, 20.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec3_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec3(1.0, 10.0, 20.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec4(1.0, 10.0, 20.0, -10.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec4_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_from_vec4_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec4(1.0, 10.0, 20.0, -10.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "constants.const_float_from_vec4_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	float theVariable = 20.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_1_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	float theVariable = 20.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	float theVariable = 20.0;
	theVariable += 30.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_variable_2_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	float theVariable = 20.0;
	theVariable += 30.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_vertex", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

loat func()

	return 50.0;
 }
oid main()

	const float theConstant = func();
	out0 = theConstant;
	gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Processing constants.const_float_assign_user_func_fragment", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func()

	return 50.0;
 }
oid main()

	const float theConstant = func();
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230455:INFO:CONSOLE(11)] "Compile status: false", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_constants

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;

void main()
{
	out0 = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;

void main()
{
	out0 = in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

uniform float uni0;
void main()
{
	out0 = uni0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

uniform float uni0;
void main()
{
	out0 = uni0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = +1.123;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = +1.123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.123;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 123.;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 123.;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = .123;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = .123;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1.23e+2;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.23e+2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.23E+2;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.23E+2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = -1.23e2;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = -1.23e2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1.23e-1;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.23e-1;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 1e3;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1e3;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 123;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 123;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = -321;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = -321;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0x7B;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0x7B;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0X7b;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0X7b;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;

void main()
{
	out0 = 0173;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;

void main()
{
	out0 = 0173;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;

void main()
{
	out0 = true;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;

void main()
{
	out0 = true;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;

void main()
{
	out0 = false;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision highp float;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;

void main()
{
	out0 = false;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 1000.0;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
constants.const_float_global_vertex: expected shaders to compile and link properly, but failed to compile.
loading: constants.test
completed load request: constants.test
Processing constants.float_input_vertex
Processing constants.float_input_fragment
Processing constants.float_uniform_vertex
Processing constants.float_uniform_fragment
Processing constants.float_0_vertex
Processing constants.float_0_fragment
Processing constants.float_1_vertex
Processing constants.float_1_fragment
Processing constants.float_2_vertex
Processing constants.float_2_fragment
Processing constants.float_3_vertex
Processing constants.float_3_fragment
Processing constants.float_4_vertex
Processing constants.float_4_fragment
Processing constants.float_5_vertex
Processing constants.float_5_fragment
Processing constants.float_6_vertex
Processing constants.float_6_fragment
Processing constants.float_7_vertex
Processing constants.float_7_fragment
Processing constants.float_8_vertex
Processing constants.float_8_fragment
Processing constants.int_0_vertex
Processing constants.int_0_fragment
Processing constants.int_1_vertex
Processing constants.int_1_fragment
Processing constants.int_2_vertex
Processing constants.int_2_fragment
Processing constants.int_3_vertex
Processing constants.int_3_fragment
Processing constants.int_4_vertex
Processing constants.int_4_fragment
Processing constants.bool_0_vertex
Processing constants.bool_0_fragment
Processing constants.bool_1_vertex
Processing constants.bool_1_fragment
Processing constants.const_float_global_vertex
ERROR: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_global_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 1000.0;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_global_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_main_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant = -1000.0;
	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_main_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_main_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant = -1000.0;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_main_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_function_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

loat func()

    const float theConstant = -0.012;
	return theConstant;				

oid main()

	out0 = func();
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_function_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func()

    const float theConstant = -0.012;
	return theConstant;				

oid main()

	out0 = func();
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_function_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant = 100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant = 100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_2_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
oid main()

	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_3_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_3_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_3_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_4_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = 100.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func();
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_4_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_scope_shawdowing_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = 100.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func();
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_scope_shawdowing_4_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_operations_with_const_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theGlobalConstant = 10.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func() * theGlobalConstant + theConstant;
    }
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_operations_with_const_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_operations_with_const_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theGlobalConstant = 10.0;
loat func()

	const float theConstant = 2.0;
	return theConstant;

oid main()

    const float theConstant = -100.0;
	{
		 const float theConstant = 1.0;
		 out0 = func() * theGlobalConstant + theConstant;
    }
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_operations_with_const_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_1_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant1 = 10.0;
	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant1 = 10.0;
	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_2_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

    const float theConstant1 = 10.0;
	{
		const float theConstant2 = theConstant1;
		out0 = theConstant2;
	}
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

    const float theConstant1 = 10.0;
	{
		const float theConstant2 = theConstant1;
		out0 = theConstant2;
	}
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_3_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant1 = 10.0;
oid main()

	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_3_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant1 = 10.0;
oid main()

	const float theConstant2 = theConstant1;
	out0 = theConstant2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_3_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_4_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant1 = 10.0;
loat func()

	const float theConstant2 = theConstant1;
	return theConstant2;				

oid main()

	out0 = func();
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_4_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assignment_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant1 = 10.0;
loat func()

	const float theConstant2 = theConstant1;
	return theConstant2;				

oid main()

	out0 = func();
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_assignment_4_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assign_uniform_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

niform float theUniform;
oid main()

	const float theConstant = theUniform;
	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing constants.const_float_assign_uniform_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

niform float theUniform;
oid main()

	const float theConstant = theUniform;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
Processing constants.const_float_assign_varying
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

ying float theVarying;
d main()

theVarying = 1.0;
gl_Position = vec(1.0);
 	

Compile status: false
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

arying float theVarying;
oid main()

	const float theConstant = theVarying;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
Processing constants.const_float_function_gotcha_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

loat func(const float gotcha)

	const float theConstant2 = gotcha;
	return theConstant2*2.0;				

oid main()

    const float theConstant = 10.0;
	out0 = func(theConstant);
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing constants.const_float_function_gotcha_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func(const float gotcha)

	const float theConstant2 = gotcha;
	return theConstant2*2.0;				

oid main()

    const float theConstant = 10.0;
	out0 = func(theConstant);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
Processing constants.const_float_from_int_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = float(10);
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_int_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = float(10);
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_int_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec2_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec2(1.0, 10.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec2(1.0, 10.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec3_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec3(1.0, 10.0, 20.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec3_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec3(1.0, 10.0, 20.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec3_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec4_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

onst float theConstant = vec4(1.0, 10.0, 20.0, -10.0).y;
oid main()

	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec4_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_from_vec4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

onst float theConstant = vec4(1.0, 10.0, 20.0, -10.0).y;
oid main()

	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
constants.const_float_from_vec4_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing constants.const_float_assign_variable_1_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	float theVariable = 20.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing constants.const_float_assign_variable_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	float theVariable = 20.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
Processing constants.const_float_assign_variable_2_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

oid main()

	float theVariable = 20.0;
	theVariable += 30.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing constants.const_float_assign_variable_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

oid main()

	float theVariable = 20.0;
	theVariable += 30.0;
	const float theConstant = theVariable;
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
Processing constants.const_float_assign_user_func_vertex
gluShaderProgram.Shader:
precision mediump float;
  attribute highp vec4 dEQP_Position;
varying float out0;

loat func()

	return 50.0;
 }
oid main()

	const float theConstant = func();
	out0 = theConstant;
	gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing constants.const_float_assign_user_func_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
  bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

loat func()

	return 50.0;
 }
oid main()

	const float theConstant = func();
	out0 = theConstant;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3725d10>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_constants (1884 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_constant_expressions
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const float a = 5.0;
	out0 = a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const float a = 5.0;
	out0 = a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;


void main()
{
	const int a = 5;
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;


void main()
{
	const int a = 5;
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;


void main()
{
	const bool a = true;
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;


void main()
{
	const bool a = true;
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const float a = float(int(bool(true)));
	out0 = a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const float a = float(int(bool(true)));
	out0 = a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const float a = 6.0/3.5 + 1.8*2.6 - 4.2;
	out0 = a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const float a = 6.0/3.5 + 1.8*2.6 - 4.2;
	out0 = a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const vec3 a = (vec4(1.0, 2.0, 3.0, 4.0).zyx * vec3(1.0, 1.5, 3.0).xyz).xzy + (vec2(5.0)/vec2(2.5)).xxy;
	out0 = a.x + a.y + a.z;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const vec3 a = (vec4(1.0, 2.0, 3.0, 4.0).zyx * vec3(1.0, 1.5, 3.0).xyz).xzy + (vec2(5.0)/vec2(2.5)).xxy;
	out0 = a.x + a.y + a.z;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;


void main()
{
	const int a = 5-1 + 2*3 - 9/3;
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;


void main()
{
	const int a = 5-1 + 2*3 - 9/3;
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
attribute highp vec4 dEQP_Position;
varying float v_out0;
int out0;


void main()
{
	const ivec3 a = ivec2(5-1, 4).xxy + ivec4(1*3, 9/3, 1+2, 8/4).xyz;
	out0 = a.x + a.y + a.z;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
bool isOk (int a, int b) { return (a == b); }
uniform int ref_out0;
int out0;


void main()
{
	const ivec3 a = ivec2(5-1, 4).xxy + ivec4(1*3, 9/3, 1+2, 8/4).xyz;
	out0 = a.x + a.y + a.z;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const mat3 a = mat3(3.0) * mat3(4.0);
	const mat4 b = mat4(a[1][1])*2.0;
	const mat2 c = mat2(b[0][0]) / 3.0;
	out0 = c[0][0]+c[1][0];
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const mat3 a = mat3(3.0) * mat3(4.0);
	const mat4 b = mat4(a[1][1])*2.0;
	const mat2 c = mat2(b[0][0]) / 3.0;
	out0 = c[0][0]+c[1][0];
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;


void main()
{
	const bool a = (!false || false) && (true ^^ false);
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;


void main()
{
	const bool a = (!false || false) && (true ^^ false);
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
attribute highp vec4 dEQP_Position;
varying float v_out0;
bool out0;


void main()
{
	const bool a = (false == false) && (true != false) && (1 < 2) && (3 <= 3) && ((1 > 1) != (1 >= 1));
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp int;
bool isOk (bool a, bool b) { return (a == b); }
uniform bool ref_out0;
bool out0;


void main()
{
	const bool a = (false == false) && (true != false) && (1 < 2) && (3 <= 3) && ((1 > 1) != (1 >= 1));
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const float a = false ? 0.0 : (true ? 5.3 : 1.0);
	out0 = a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const float a = false ? 0.0 : (true ? 5.3 : 1.0);
	out0 = a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


struct S
{
	vec4 a;
	int  b;
};

void main()
{
	const S s = S(vec4(1.5), 123);
	out0 = length(s.a.xy)*float(s.b);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


struct S
{
	vec4 a;
	int  b;
};

void main()
{
	const S s = S(vec4(1.5), 123);
	out0 = length(s.a.xy)*float(s.b);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


struct S
{
	vec4 v;
	int  i;
};

struct T
{
	S s;
	bool b;
	int i;
};

struct U
{
	S s;
	T t;
};

void main()
{
	const S s = S(vec4(1.5), 123);
	const T t = T(s, false, 3);
	const U u = U(s, t);
	const U v = U(S(vec4(1.3), 4), T(S(vec4(2.0), 5), true, 6));
	out0 = float(u.s.i*v.t.i + v.t.s.i)*v.s.v.x; // float(123*6 + 5)*1.3
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


struct S
{
	vec4 v;
	int  i;
};

struct T
{
	S s;
	bool b;
	int i;
};

struct U
{
	S s;
	T t;
};

void main()
{
	const S s = S(vec4(1.5), 123);
	const T t = T(s, false, 3);
	const U u = U(s, t);
	const U v = U(S(vec4(1.3), 4), T(S(vec4(2.0), 5), true, 6));
	out0 = float(u.s.i*v.t.i + v.t.s.i)*v.s.v.x; // float(123*6 + 5)*1.3
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void main()
{
	float a[int(max(-1.0, 2.0))];
	a[0] = -1.0;
	a[1] = in0;
	out0 = a[int(min(1.0, 2.0))];
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void main()
{
	float a[int(max(-1.0, 2.0))];
	a[0] = -1.0;
	a[1] = in0;
	out0 = a[int(min(1.0, 2.0))];
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	const float a = sqrt( atan(sin(1.5)/cos(1.5)) /*1.5*/ * log2(exp2(log(exp(6.2) + 0.1)) + 0.1) /*~6.2*/);
	out0 = a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision highp float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	const float a = sqrt( atan(sin(1.5)/cos(1.5)) /*1.5*/ * log2(exp2(log(exp(6.2) + 0.1)) + 0.1) /*~6.2*/);
	out0 = a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230456:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
WARNING:root:2015-07-02 23:04:56,992:WebglConformance.deqp_data_gles2_shaders_constant_expressions was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_constant_expressions (999 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_conversions
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void main()
{
	
	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying float v_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying float in0;
uniform int ref_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying float v_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying float in0;
uniform bool ref_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float out0;


void main()
{
	int in0 = int(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float v_in0;
uniform float ref_out0;
float out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void main()
{
	int in0 = int(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void main()
{
	int in0 = int(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float v_in0;
uniform float ref_out0;
float out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230457:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec4 out0;


void main()
{
	
	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230458:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


void main()
{
	
	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float v_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec2 in0;
uniform int ref_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float v_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 in0;
uniform bool ref_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float v_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230459:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec3 in0;
uniform int ref_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float v_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 in0;
uniform bool ref_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float v_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec4 in0;
uniform int ref_out0;
int out0;


void main()
{
	
	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float v_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 in0;
uniform bool ref_out0;
bool out0;


void main()
{
	
	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230500:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = float(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 v_in0;
uniform float ref_out0;
float out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = float(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = int(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = int(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = bool(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = bool(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	vec3 out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	vec3 out0 = vec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	ivec3 out0 = ivec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	ivec3 out0 = ivec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	bvec3 out0 = bvec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	bvec3 out0 = bvec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec2 in0 = vec2(0.0, 0.5);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	vec3 out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	vec3 out0 = vec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	ivec3 out0 = ivec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	ivec3 out0 = ivec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	bvec3 out0 = bvec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	bvec3 out0 = bvec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230501:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec2 in0 = ivec2(0, 0);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	vec3 out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	vec3 out0 = vec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	ivec3 out0 = ivec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	ivec3 out0 = ivec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	bvec3 out0 = bvec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	bvec3 out0 = bvec3(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec2 in0 = bvec2(true, false);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec2 in0 = bvec2(true, false);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	vec3 in0 = vec3(0.0, 0.5, 0.75);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	ivec3 in0 = ivec3(0, 0, 0);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	vec4 out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	vec4 out0 = vec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	ivec4 out0 = ivec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	ivec4 out0 = ivec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	bvec4 out0 = bvec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	bvec3 in0 = bvec3(true, false, false);
	bvec4 out0 = bvec4(in0);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230502:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = vec4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = vec4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = ivec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = ivec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230503:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = bvec4(in0);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = bvec4(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230504:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = vec3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 v_in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = vec3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = ivec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = ivec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = bvec3(in0);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = bvec3(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = vec2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 v_in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = vec2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230505:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = ivec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = ivec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = bvec2(in0);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = bvec2(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying float in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat4 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying float v_in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat3 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float v_in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat2 out0;


void main()
{
	int in0 = int(a_in0);

	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat4 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying float v_in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat3 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float v_in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying mat2 out0;


void main()
{
	bool in0 = bool(a_in0);

	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bool in0 = bool(v_in0);

	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat4 in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat4 in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat4 in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat3 in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230506:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat3 in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat3 in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat2 in0;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	
	out0 = mat4(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat2 in0;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	
	out0 = mat3(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat2 in0;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 in1;
varying vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
varying vec2 in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute vec2 a_in1;
varying vec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
bvec2 in1 = bvec2(a_in1);

	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 v_in0;
varying vec2 v_in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
bvec2 in1 = bvec2(v_in1);

	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute vec2 a_in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
bvec2 in1 = bvec2(a_in1);

	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
varying vec2 v_in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
bvec2 in1 = bvec2(v_in1);

	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute vec2 a_in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
bvec2 in1 = bvec2(a_in1);

	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
varying vec2 v_in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
bvec2 in1 = bvec2(v_in1);

	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
attribute float in3;
varying vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;
attribute float a_in3;
varying float in3;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
varying float in1;
varying float in2;
varying float in3;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
attribute float in3;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;
attribute float a_in3;
varying float in3;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float in0;
varying float in1;
varying float in2;
varying float in3;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
attribute float in3;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;
attribute float a_in3;
varying float in3;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float in0;
varying float in1;
varying float in2;
varying float in3;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);
int in3 = int(a_in3);

	out0 = vec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230507:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);
int in3 = int(v_in3 * 1.0025);

	out0 = vec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);
int in3 = int(a_in3);

	out0 = ivec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);
int in3 = int(v_in3 * 1.0025);

	out0 = ivec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);
int in3 = int(a_in3);

	out0 = bvec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);
int in3 = int(v_in3 * 1.0025);

	out0 = bvec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);
bool in3 = bool(a_in3);

	out0 = vec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);
bool in3 = bool(v_in3);

	out0 = vec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);
bool in3 = bool(a_in3);

	out0 = ivec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);
bool in3 = bool(v_in3);

	out0 = ivec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);
bool in3 = bool(a_in3);

	out0 = bvec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);
bool in3 = bool(v_in3);

	out0 = bvec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);
bool in3 = bool(a_in3);

	out0 = vec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float in1;
varying float v_in2;
varying float v_in3;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);
bool in3 = bool(v_in3);

	out0 = vec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);
bool in3 = bool(a_in3);

	out0 = ivec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying float v_in2;
varying float v_in3;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);
bool in3 = bool(v_in3);

	out0 = ivec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
attribute float a_in3;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);
bool in3 = bool(a_in3);

	out0 = bvec4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying float v_in2;
varying float v_in3;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);
bool in3 = bool(v_in3);

	out0 = bvec4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 out0;


void main()
{
	ivec2 in1 = ivec2(a_in1);

	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
varying vec2 v_in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in1 = ivec2(a_in1);

	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 v_in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	ivec2 in1 = ivec2(a_in1);

	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 v_in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 out0;


void main()
{
	bvec2 in1 = bvec2(a_in1);

	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
varying vec2 v_in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bvec2 in1 = bvec2(v_in1);

	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230508:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bvec2 in1 = bvec2(a_in1);

	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 v_in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bvec2 in1 = bvec2(v_in1);

	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in1 = bvec2(a_in1);

	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 in0;
varying vec2 v_in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in1 = bvec2(v_in1);

	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
attribute float in1;
varying vec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 v_in0;
varying float in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
attribute float in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
varying float in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
attribute float in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
varying float in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
attribute float in1;
varying vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
varying float in1;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = vec4(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
attribute float in1;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 in0;
varying float in1;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	
	out0 = ivec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
attribute float in1;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 in0;
varying float in1;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	
	out0 = bvec4(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
attribute float a_in2;
varying vec4 out0;


void main()
{
	int in0 = int(a_in0);
ivec2 in1 = ivec2(a_in1);
int in2 = int(a_in2);

	out0 = vec4(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying vec2 v_in1;
varying float v_in2;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
ivec2 in1 = ivec2(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = vec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
attribute float a_in2;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	int in0 = int(a_in0);
ivec2 in1 = ivec2(a_in1);
int in2 = int(a_in2);

	out0 = ivec4(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
varying vec2 v_in1;
varying float v_in2;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
ivec2 in1 = ivec2(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = ivec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
attribute float a_in2;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	int in0 = int(a_in0);
ivec2 in1 = ivec2(a_in1);
int in2 = int(a_in2);

	out0 = bvec4(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
varying vec2 v_in1;
varying float v_in2;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
ivec2 in1 = ivec2(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = bvec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute vec2 a_in2;
varying vec4 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in2 = ivec2(a_in2);

	out0 = vec4(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230509:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute vec2 a_in2;
varying vec2 v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float in1;
varying vec2 v_in2;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in2 = ivec2(v_in2 * 1.0025);

	out0 = vec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute vec2 a_in2;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in2 = ivec2(a_in2);

	out0 = ivec4(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute vec2 a_in2;
varying vec2 v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying vec2 v_in2;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in2 = ivec2(v_in2 * 1.0025);

	out0 = ivec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute vec2 a_in2;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in2 = ivec2(a_in2);

	out0 = bvec4(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute vec2 a_in2;
varying vec2 v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying vec2 v_in2;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in2 = ivec2(v_in2 * 1.0025);

	out0 = bvec4(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
varying vec3 out0;


void main()
{
	
	out0 = vec3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
varying float in1;
varying float in2;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = vec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float in0;
varying float in1;
varying float in2;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	
	out0 = ivec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float in0;
varying float in1;
varying float in2;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	
	out0 = bvec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);

	out0 = vec3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = vec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);

	out0 = ivec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = ivec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);

	out0 = bvec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = bvec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);

	out0 = vec3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);

	out0 = vec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);

	out0 = ivec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);

	out0 = ivec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);

	out0 = bvec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);

	out0 = bvec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
varying vec3 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);

	out0 = vec3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230510:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float in1;
varying float v_in2;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);

	out0 = vec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);

	out0 = ivec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying float v_in2;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);

	out0 = ivec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);

	out0 = bvec3(in0, in1, in2);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
varying float in1;
varying float v_in2;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);

	out0 = bvec3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute float a_in1;
varying vec3 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = vec3(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
varying float v_in1;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = vec3(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute float a_in1;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = ivec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 in0;
varying float v_in1;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = ivec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute float a_in1;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = bvec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 in0;
varying float v_in1;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = bvec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float in1;
varying vec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = vec3(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 v_in0;
varying float in1;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = vec3(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float in1;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = ivec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 v_in0;
varying float in1;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = ivec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float in1;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = bvec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 v_in0;
varying float in1;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = bvec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float a_in1;
varying vec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
int in1 = int(a_in1);

	out0 = vec3(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 v_in0;
varying float v_in1;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
int in1 = int(v_in1 * 1.0025);

	out0 = vec3(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float a_in1;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
int in1 = int(a_in1);

	out0 = ivec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 v_in0;
varying float v_in1;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
int in1 = int(v_in1 * 1.0025);

	out0 = ivec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute float a_in1;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
int in1 = int(a_in1);

	out0 = bvec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 v_in0;
varying float v_in1;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
int in1 = int(v_in1 * 1.0025);

	out0 = bvec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230511:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
varying vec3 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in1 = ivec2(a_in1);

	out0 = vec3(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying vec2 v_in1;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = vec3(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in1 = ivec2(a_in1);

	out0 = ivec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying float v_in0;
varying vec2 v_in1;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = ivec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in1 = ivec2(a_in1);

	out0 = bvec3(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying float v_in0;
varying vec2 v_in1;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = bvec3(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
varying vec2 out0;


void main()
{
	
	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
varying float in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float in0;
varying float in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	
	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float in0;
varying float in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	
	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);

	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);

	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);

	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);

	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);

	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);

	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);

	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);

	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);

	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);

	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);

	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);

	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 out0;


void main()
{
	int in1 = int(a_in1);

	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230512:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
varying float v_in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	int in1 = int(v_in1 * 1.0025);

	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	int in1 = int(a_in1);

	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float in0;
varying float v_in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	int in1 = int(v_in1 * 1.0025);

	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	int in1 = int(a_in1);

	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float in0;
varying float v_in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	int in1 = int(v_in1 * 1.0025);

	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float in0;
varying float v_in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float in0;
varying float v_in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float a_in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bool in1 = bool(a_in1);

	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float in0;
varying float v_in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bool in1 = bool(v_in1);

	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 out0;


void main()
{
	int in0 = int(a_in0);
bool in1 = bool(a_in1);

	out0 = vec2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying float v_in0;
varying float v_in1;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
bool in1 = bool(v_in1);

	out0 = vec2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	int in0 = int(a_in0);
bool in1 = bool(a_in1);

	out0 = ivec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
bool in1 = bool(v_in1);

	out0 = ivec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	int in0 = int(a_in0);
bool in1 = bool(a_in1);

	out0 = bvec2(in0, in1);
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying float v_in0;
varying float v_in1;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
bool in1 = bool(v_in1);

	out0 = bvec2(in0, in1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 in1;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec2 in0;
varying vec2 in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
attribute vec2 a_in1;
varying mat2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);
bvec2 in1 = bvec2(a_in1);

	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec2 v_in0;
varying vec2 v_in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);
bvec2 in1 = bvec2(v_in1);

	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute float in1;
attribute float in2;
attribute float in3;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float in2;
attribute float a_in3;
varying float in3;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float in0;
varying float in1;
varying float in2;
varying float in3;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying mat2 out0;


void main()
{
	int in0 = int(a_in0);
int in1 = int(a_in1);
int in2 = int(a_in2);
int in3 = int(a_in3);

	out0 = mat2(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230513:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
int in1 = int(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);
int in3 = int(v_in3 * 1.0025);

	out0 = mat2(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float a_in1;
attribute float a_in2;
attribute float a_in3;
varying mat2 out0;


void main()
{
	bool in0 = bool(a_in0);
bool in1 = bool(a_in1);
bool in2 = bool(a_in2);
bool in3 = bool(a_in3);

	out0 = mat2(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float v_in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
varying float v_in1;
varying float v_in2;
varying float v_in3;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bool in0 = bool(v_in0);
bool in1 = bool(v_in1);
bool in2 = bool(v_in2);
bool in3 = bool(v_in3);

	out0 = mat2(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
attribute float a_in3;
varying mat2 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);
bool in3 = bool(a_in3);

	out0 = mat2(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;
attribute float a_in3;
varying float v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
varying float in1;
varying float v_in2;
varying float v_in3;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);
bool in3 = bool(v_in3);

	out0 = mat2(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying mat2 out0;


void main()
{
	ivec2 in1 = ivec2(a_in1);

	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec2 in0;
varying vec2 v_in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	ivec2 in1 = ivec2(v_in1 * 1.0025);

	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
varying mat2 out0;


void main()
{
	bvec2 in1 = bvec2(a_in1);

	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec2 in0;
varying vec2 v_in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bvec2 in1 = bvec2(v_in1);

	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
attribute float in1;
varying mat2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec3 v_in0;
varying float in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
attribute float in1;
varying mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;
attribute float a_in1;
varying float in1;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying vec3 in0;
varying float in1;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	
	out0 = mat2(in0, in1);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
attribute float a_in2;
varying mat2 out0;


void main()
{
	int in0 = int(a_in0);
ivec2 in1 = ivec2(a_in1);
int in2 = int(a_in2);

	out0 = mat2(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
varying vec2 v_in1;
varying float v_in2;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	int in0 = int(v_in0 * 1.0025);
ivec2 in1 = ivec2(v_in1 * 1.0025);
int in2 = int(v_in2 * 1.0025);

	out0 = mat2(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute vec2 a_in2;
varying mat2 out0;


void main()
{
	bool in0 = bool(a_in0);
ivec2 in2 = ivec2(a_in2);

	out0 = mat2(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute vec2 a_in2;
varying vec2 v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying float v_in0;
varying float in1;
varying vec2 v_in2;
uniform mat2 ref_out0;
mat2 out0;


void main()
{
	bool in0 = bool(v_in0);
ivec2 in2 = ivec2(v_in2 * 1.0025);

	out0 = mat2(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
attribute vec3 in1;
attribute vec3 in2;
varying mat3 out0;


void main()
{
	
	out0 = mat3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;
attribute vec3 a_in1;
varying vec3 in1;
attribute vec3 a_in2;
varying vec3 in2;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying vec3 in0;
varying vec3 in1;
varying vec3 in2;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	
	out0 = mat3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
attribute vec3 a_in1;
attribute vec3 a_in2;
varying mat3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);
ivec3 in1 = ivec3(a_in1);
ivec3 in2 = ivec3(a_in2);

	out0 = mat3(in0, in1, in2);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;
attribute vec3 a_in1;
varying vec3 v_in1;
attribute vec3 a_in2;
varying vec3 v_in2;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying vec3 v_in0;
varying vec3 v_in1;
varying vec3 v_in2;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);
ivec3 in1 = ivec3(v_in1 * 1.0025);
ivec3 in2 = ivec3(v_in2 * 1.0025);

	out0 = mat3(in0, in1, in2);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
attribute vec2 a_in1;
attribute float in2;
attribute float in3;
attribute float a_in4;
attribute float a_in5;
attribute float a_in6;
varying mat3 out0;


void main()
{
	ivec2 in1 = ivec2(a_in1);
int in4 = int(a_in4);
bool in5 = bool(a_in5);
bool in6 = bool(a_in6);

	out0 = mat3(in0, in1, in2, in3, in4, in5, in6);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float in2;
attribute float a_in3;
varying float in3;
attribute float a_in4;
varying float v_in4;
attribute float a_in5;
varying float v_in5;
attribute float a_in6;
varying float v_in6;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
	v_in4 = a_in4;
	v_in5 = a_in5;
	v_in6 = a_in6;
}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying vec2 in0;
varying vec2 v_in1;
varying float in2;
varying float in3;
varying float v_in4;
varying float v_in5;
varying float v_in6;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	ivec2 in1 = ivec2(v_in1 * 1.0025);
int in4 = int(v_in4 * 1.0025);
bool in5 = bool(v_in5);
bool in6 = bool(v_in6);

	out0 = mat3(in0, in1, in2, in3, in4, in5, in6);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230514:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute float in1;
attribute float a_in2;
attribute vec2 in3;
attribute float a_in4;
attribute vec2 a_in5;
attribute float in6;
varying mat3 out0;


void main()
{
	bool in0 = bool(a_in0);
int in2 = int(a_in2);
bool in4 = bool(a_in4);
bvec2 in5 = bvec2(a_in5);

	out0 = mat3(in0, in1, in2, in3, in4, in5, in6);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute float a_in1;
varying float in1;
attribute float a_in2;
varying float v_in2;
attribute vec2 a_in3;
varying vec2 in3;
attribute float a_in4;
varying float v_in4;
attribute vec2 a_in5;
varying vec2 v_in5;
attribute float a_in6;
varying float in6;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	in1 = a_in1;
	v_in2 = a_in2;
	in3 = a_in3;
	v_in4 = a_in4;
	v_in5 = a_in5;
	in6 = a_in6;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float v_in0;
varying float in1;
varying float v_in2;
varying vec2 in3;
varying float v_in4;
varying vec2 v_in5;
varying float in6;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	bool in0 = bool(v_in0);
int in2 = int(v_in2 * 1.0025);
bool in4 = bool(v_in4);
bvec2 in5 = bvec2(v_in5);

	out0 = mat3(in0, in1, in2, in3, in4, in5, in6);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
attribute vec2 a_in1;
attribute float a_in2;
attribute vec4 in3;
attribute float a_in4;
varying mat3 out0;


void main()
{
	bool in0 = bool(a_in0);
bvec2 in1 = bvec2(a_in1);
int in2 = int(a_in2);
bool in4 = bool(a_in4);

	out0 = mat3(in0, in1, in2, in3, in4);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;
attribute vec2 a_in1;
varying vec2 v_in1;
attribute float a_in2;
varying float v_in2;
attribute vec4 a_in3;
varying vec4 in3;
attribute float a_in4;
varying float v_in4;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	in3 = a_in3;
	v_in4 = a_in4;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float v_in0;
varying vec2 v_in1;
varying float v_in2;
varying vec4 in3;
varying float v_in4;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	bool in0 = bool(v_in0);
bvec2 in1 = bvec2(v_in1);
int in2 = int(v_in2 * 1.0025);
bool in4 = bool(v_in4);

	out0 = mat3(in0, in1, in2, in3, in4);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute vec4 a_in1;
attribute vec2 a_in2;
attribute float a_in3;
attribute float a_in4;
varying mat3 out0;


void main()
{
	bvec4 in1 = bvec4(a_in1);
ivec2 in2 = ivec2(a_in2);
bool in3 = bool(a_in3);
bool in4 = bool(a_in4);

	out0 = mat3(in0, in1, in2, in3, in4);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute vec4 a_in1;
varying vec4 v_in1;
attribute vec2 a_in2;
varying vec2 v_in2;
attribute float a_in3;
varying float v_in3;
attribute float a_in4;
varying float v_in4;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
	v_in4 = a_in4;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying float in0;
varying vec4 v_in1;
varying vec2 v_in2;
varying float v_in3;
varying float v_in4;
uniform mat3 ref_out0;
mat3 out0;


void main()
{
	bvec4 in1 = bvec4(v_in1);
ivec2 in2 = ivec2(v_in2 * 1.0025);
bool in3 = bool(v_in3);
bool in4 = bool(v_in4);

	out0 = mat3(in0, in1, in2, in3, in4);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
attribute vec4 in1;
attribute vec4 in2;
attribute vec4 in3;
varying mat4 out0;


void main()
{
	
	out0 = mat4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;
attribute vec4 a_in1;
varying vec4 in1;
attribute vec4 a_in2;
varying vec4 in2;
attribute vec4 a_in3;
varying vec4 in3;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	in1 = a_in1;
	in2 = a_in2;
	in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying vec4 in0;
varying vec4 in1;
varying vec4 in2;
varying vec4 in3;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	
	out0 = mat4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
attribute vec4 a_in1;
attribute vec4 a_in2;
attribute vec4 a_in3;
varying mat4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);
ivec4 in1 = ivec4(a_in1);
ivec4 in2 = ivec4(a_in2);
ivec4 in3 = ivec4(a_in3);

	out0 = mat4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;
attribute vec4 a_in1;
varying vec4 v_in1;
attribute vec4 a_in2;
varying vec4 v_in2;
attribute vec4 a_in3;
varying vec4 v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying vec4 v_in0;
varying vec4 v_in1;
varying vec4 v_in2;
varying vec4 v_in3;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);
ivec4 in1 = ivec4(v_in1 * 1.0025);
ivec4 in2 = ivec4(v_in2 * 1.0025);
ivec4 in3 = ivec4(v_in3 * 1.0025);

	out0 = mat4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
attribute vec4 a_in1;
attribute vec4 a_in2;
attribute vec4 a_in3;
varying mat4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);
bvec4 in1 = bvec4(a_in1);
bvec4 in2 = bvec4(a_in2);
bvec4 in3 = bvec4(a_in3);

	out0 = mat4(in0, in1, in2, in3);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;
attribute vec4 a_in1;
varying vec4 v_in1;
attribute vec4 a_in2;
varying vec4 v_in2;
attribute vec4 a_in3;
varying vec4 v_in3;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	v_in3 = a_in3;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying vec4 v_in0;
varying vec4 v_in1;
varying vec4 v_in2;
varying vec4 v_in3;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);
bvec4 in1 = bvec4(v_in1);
bvec4 in2 = bvec4(v_in2);
bvec4 in3 = bvec4(v_in3);

	out0 = mat4(in0, in1, in2, in3);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;
attribute float in0;
attribute vec3 a_in1;
attribute vec3 a_in2;
attribute vec4 in3;
attribute vec2 a_in4;
attribute float in5;
attribute vec2 in6;
varying mat4 out0;


void main()
{
	ivec3 in1 = ivec3(a_in1);
bvec3 in2 = bvec3(a_in2);
ivec2 in4 = ivec2(a_in4);

	out0 = mat4(in0, in1, in2, in3, in4, in5, in6);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;
attribute vec3 a_in1;
varying vec3 v_in1;
attribute vec3 a_in2;
varying vec3 v_in2;
attribute vec4 a_in3;
varying vec4 in3;
attribute vec2 a_in4;
varying vec2 v_in4;
attribute float a_in5;
varying float in5;
attribute vec2 a_in6;
varying vec2 in6;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
	v_in1 = a_in1;
	v_in2 = a_in2;
	in3 = a_in3;
	v_in4 = a_in4;
	in5 = a_in5;
	in6 = a_in6;
}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying float in0;
varying vec3 v_in1;
varying vec3 v_in2;
varying vec4 in3;
varying vec2 v_in4;
varying float in5;
varying vec2 in6;
uniform mat4 ref_out0;
mat4 out0;


void main()
{
	ivec3 in1 = ivec3(v_in1 * 1.0025);
bvec3 in2 = bvec3(v_in2);
ivec2 in4 = ivec2(v_in4 * 1.0025);

	out0 = mat4(in0, in1, in2, in3, in4, in5, in6);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230515:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_conversions (19042 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_declarations
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	attribute mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	uniform mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	varying mediump float val;
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant attribute mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
invariant uniform mediump float val;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_declarations (545 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_fragdata
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragData[1] = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_FragColor = vec4(1.0);
	gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	if (false)
		gl_FragColor = vec4(1.0);
	else
		gl_FragData[0] = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main (void)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void unused (void)
{
	gl_FragData[0] = vec4(1.0);
}
void main (void)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230516:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
WARNING:root:2015-07-02 23:05:17,017:WebglConformance.deqp_data_gles2_shaders_fragdata was expected to fail, but passed.

[       OK ] WebglConformance.deqp_data_gles2_shaders_fragdata (436 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_functions
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat2 in0;
uniform float ref_out0;
float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat3 in0;
uniform float ref_out0;
float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat4 in0;
uniform float ref_out0;
float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230517:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat2 in0;
uniform mat2 ref_out0;
mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat3 in0;
uniform mat3 ref_out0;
mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat4 in0;
uniform mat4 ref_out0;
mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out lowp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out lowp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout lowp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout lowp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out highp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out highp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout highp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout highp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230518:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func ();

void main()
{
	out0 = func() * in0;
	gl_Position = dEQP_Position;

}

float func (void)
{
	return -1.0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func ();

void main()
{
	out0 = func() * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (void)
{
	return -1.0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

float func (in float f)
{
	return -f;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (in float f)
{
	return -f;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

float func (mediump float f)
{
	return -f;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (mediump float f)
{
	return -f;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230519:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "functions.overloading.user_func_arg_complex_types_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "loading: functions.test", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "completed load request: functions.test", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec2_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec3_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_vec4_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat2_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat3_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_mat4_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec2_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec3_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.int_ivec4_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec2_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec3_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.bool_bvec4_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat2_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat3_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.mat4_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.float_struct_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_struct_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.datatypes.struct_nested_struct_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_lowp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_lowp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_lowp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_highp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_highp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_highp_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.const_in_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.in_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.out_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.qualifiers.inout_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.void_vs_no_void_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.in_vs_no_in_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.declarations.default_vs_explicit_precision_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_type_simple_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_float_types_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_int_types_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_bool_types_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_basic_types_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arg_complex_types_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "functions.overloading.user_func_arg_complex_types_fragment: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.user_func_arguments_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = sin(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_sin_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = sin(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = step(0.0, 1.0, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.builtin_step_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = step(0.0, 1.0, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.overloading.array_size_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_float_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(a_in0);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_int_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.local_in_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(a_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.global_in_bool_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(v_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Warning: no location found for attribute 'in0'", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Warning: no location found for attribute 'in0'", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.test_helpers_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Warning: no location found for attribute 'a_in0'", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Warning: no location found for attribute 'a_in0'", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_in_on_call_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_in_on_call_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_local_inout_on_call_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.array_arguments.copy_global_inout_on_call_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.simple_return_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_if_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_else_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_vertex", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_fragment", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230520:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_loop_if_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_break_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_continue_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_in_nested_loop_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.return_after_loop_sequence_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.control_flow.mixed_return_break_continue_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_float_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.multi_arg_int_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_1_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.argument_eval_order_2_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

void main ()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.misc.missing_returns_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

void main ()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.break_in_body_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.continue_in_body_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.return_value_from_void_function_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.extra_arguments_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_arguments_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_argument_type_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

void func (float f)
{
}

void main ()
{
	func(2);
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_basetype_mismatch_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

void func (float f)
{
}

void main ()
{
	func(2);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_scalar_vector_mismatch_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_vector_size_mismatch_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.duplicate_function_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void main ()
{
	gl_Position = vec4(1.0);
}

float func (vec3 f)
{
	return f.x;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_return_type_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void main ()
{
	gl_FragColor = vec4(1.0);
}

float func (vec3 f)
{
	return f.x;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_unspecified_array_size_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.call_mismatch_argument_array_size_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_const_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_argument_array_const_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.prototype_mismatch_array_inout_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.missing_return_type_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_Position = vec4(1.0);
}

void func (float f)
{
}

", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.call_before_definition_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_FragColor = vec4(1.0);
}

void func (float f)
{
}

", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.return_array_in_struct_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "functions.invalid.return_array_in_struct_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_precision_overload_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_out_overload_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_in_inout_overload_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_vertex", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Processing functions.invalid.argument_out_inout_overload_fragment", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230521:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_overload_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_precision_overload_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_type_const_overload_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return;
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.return_without_value_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return;
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_prototype_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "functions.invalid.local_function_prototype_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.local_function_definition_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.name_type_conflict_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.const_overload_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_local_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_local_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_local_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_argument_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_argument_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_argument_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.uniform_return_type_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.varying_return_type_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.attribute_return_type_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_invalid_return_type_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_has_arguments_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.main_missing_return_type_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_arg_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.write_const_array_arg_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_Position = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.modify_const_arg_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_FragColor = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_Position = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.init_const_local_from_const_arg_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_FragColor = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_Position = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.array_size_from_const_arg_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_FragColor = vec4(func(3));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_vertex", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_Position = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "functions.invalid.double_declare_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Processing functions.invalid.double_declare_fragment", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_FragColor = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "functions.invalid.double_declare_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230522:INFO:CONSOLE(11)] "[object Object]", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_functions

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


float func (vec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


float func (vec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float func (vec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat2 in0;
uniform float ref_out0;
float out0;


float func (mat2 a)
{
	//return -(a[0][0] + a[0][1] + a[1][0] + a[1][1]);
	return a[0][0];
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat3 in0;
uniform float ref_out0;
float out0;


float func (mat3 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[1][0] + a[1][1] + a[1][2] + a[2][0] + a[2][1] + a[2][2]);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying mat4 in0;
uniform float ref_out0;
float out0;


float func (mat4 a)
{
	return -(a[0][0] + a[0][1] + a[0][2] + a[0][3] + a[1][0] + a[1][1] + a[1][2] + a[1][3] + a[2][0] + a[2][1] + a[2][2] + a[2][3] + a[3][0] + a[3][1] + a[3][2] + a[3][3]);
}

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a)
{
	return -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


int func (ivec2 a)
{
	return -(a.x + a.y);
}

void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


int func (ivec3 a)
{
	return -(a.x + a.y + a.z);
}

void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int func (ivec4 a)
{
	return -(a.x + a.y + a.z + a.w);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a)
{
	return !a;
}

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec2 a)
{
	return !(a.x == a.y);
}

void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec3 a)
{
	return (a.x == a.y) == a.z;
}

void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


bool func (bvec4 a)
{
	return ((a.x == a.y) == (a.z == a.w));
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat2 in0;
varying mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }

varying mat2 out0;
uniform mat2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat2 a_in0;
varying mat2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
varying mat2 in0;
uniform mat2 ref_out0;
mat2 out0;


mat2 func (mat2 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat3 in0;
varying mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }

varying mat3 out0;
uniform mat3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat3 a_in0;
varying mat3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
varying mat3 in0;
uniform mat3 ref_out0;
mat3 out0;


mat3 func (mat3 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute mat4 in0;
varying mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }

varying mat4 out0;
uniform mat4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute mat4 a_in0;
varying mat4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
varying mat4 in0;
uniform mat4 ref_out0;
mat4 out0;


mat4 func (mat4 a)
{
	return -2.0*a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

float func (Pos p)
{
	return -(p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	out0 = func(p);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };

Pos func (Pos p)
{
	return Pos(-p.a, -p.b, -p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	p = func(p);
	out0 = p.a + p.b + p.c;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

Line func (Pos p)
{
	return Line(p, Pos(-p.a, -p.b, -p.c));
}

float sum (Pos p)
{
	return (p.a + p.b + p.c);
}

void main()
{
	Pos p = Pos(in0.x, in0.y, in0.z);
	Line line = func(p);
	out0 = sum(line.start) + (2.0 * sum(line.end));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in lowp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out lowp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out lowp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout lowp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout lowp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (in highp float a)
{
	a = -a;
	return 2.0 * a;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (out highp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (out highp float a)
{
	a = -1.0;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


void func (inout highp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


void func (inout highp float a)
{
	a = -a;
}

void main()
{
	
	float f = 1.0;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (const float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (const in float a)
{
	float b = -a;
	return 2.0 * b;
}

void main()
{
	
	float f = in0;
	float g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in lowp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out lowp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout lowp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (in highp int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (out highp int a)
{
	a = -1;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(a_in0);

	int f = 1;
	func(f);
	out0 = f * in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


void func (inout highp int a)
{
	a = -a;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = 1;
	func(f);
	out0 = f * in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(a_in0);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (const in int a)
{
	int b = -a;
	return 2 * b;
}

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int f = in0;
	int g = func(f);
	out0 = f + g;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (in bool a)
{
	a = !a;
	return a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = in0;
	bool g = func(f);
	out0 = (f != g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (out bool a)
{
	a = false;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(a_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


void func (inout bool a)
{
	a = !a;
}

void main()
{
	bool in0 = bool(v_in0);

	bool f = true;
	func(f);
	out0 = (in0 == f);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func ();

void main()
{
	out0 = func() * in0;
	gl_Position = dEQP_Position;

}

float func (void)
{
	return -1.0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func ();

void main()
{
	out0 = func() * in0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (void)
{
	return -1.0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

float func (in float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (in float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

float func (mediump float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f);

void main()
{
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float func (mediump float f)
{
	return -f;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

int func (int a)
{
	return -a;
}

void main()
{
	out0 = func(in0) * float(func(-1));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }

void main()
{
	out0 = func(func(func(func(vec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(func(func(func(ivec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(a_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bool a, bool b) { return (a == b); }
varying float v_in0;
uniform bool ref_out0;
bool out0;


bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	bool in0 = bool(v_in0);

	out0 = func(func(func(func(bvec4(in0)).xyz).xy).x);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a) { return -a; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }

void main()
{
	
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
functions.overloading.user_func_arg_complex_types_vertex: expected shaders to compile and link properly, but failed to link.
loading: functions.test
completed load request: functions.test
Processing functions.datatypes.float_float_vertex
Processing functions.datatypes.float_float_fragment
Processing functions.datatypes.float_vec2_vertex
Processing functions.datatypes.float_vec2_fragment
Processing functions.datatypes.float_vec3_vertex
Processing functions.datatypes.float_vec3_fragment
Processing functions.datatypes.float_vec4_vertex
Processing functions.datatypes.float_vec4_fragment
Processing functions.datatypes.float_mat2_vertex
Processing functions.datatypes.float_mat2_fragment
Processing functions.datatypes.float_mat3_vertex
Processing functions.datatypes.float_mat3_fragment
Processing functions.datatypes.float_mat4_vertex
Processing functions.datatypes.float_mat4_fragment
Processing functions.datatypes.int_int_vertex
Processing functions.datatypes.int_int_fragment
Processing functions.datatypes.int_ivec2_vertex
Processing functions.datatypes.int_ivec2_fragment
Processing functions.datatypes.int_ivec3_vertex
Processing functions.datatypes.int_ivec3_fragment
Processing functions.datatypes.int_ivec4_vertex
Processing functions.datatypes.int_ivec4_fragment
Processing functions.datatypes.bool_bool_vertex
Processing functions.datatypes.bool_bool_fragment
Processing functions.datatypes.bool_bvec2_vertex
Processing functions.datatypes.bool_bvec2_fragment
Processing functions.datatypes.bool_bvec3_vertex
Processing functions.datatypes.bool_bvec3_fragment
Processing functions.datatypes.bool_bvec4_vertex
Processing functions.datatypes.bool_bvec4_fragment
Processing functions.datatypes.mat2_vertex
Processing functions.datatypes.mat2_fragment
Processing functions.datatypes.mat3_vertex
Processing functions.datatypes.mat3_fragment
Processing functions.datatypes.mat4_vertex
Processing functions.datatypes.mat4_fragment
Processing functions.datatypes.float_struct_vertex
Processing functions.datatypes.float_struct_fragment
Processing functions.datatypes.struct_struct_vertex
Processing functions.datatypes.struct_struct_fragment
Processing functions.datatypes.struct_nested_struct_vertex
Processing functions.datatypes.struct_nested_struct_fragment
Processing functions.qualifiers.in_float_vertex
Processing functions.qualifiers.in_float_fragment
Processing functions.qualifiers.out_float_vertex
Processing functions.qualifiers.out_float_fragment
Processing functions.qualifiers.inout_float_vertex
Processing functions.qualifiers.inout_float_fragment
Processing functions.qualifiers.in_lowp_float_vertex
Processing functions.qualifiers.in_lowp_float_fragment
Processing functions.qualifiers.out_lowp_float_vertex
Processing functions.qualifiers.out_lowp_float_fragment
Processing functions.qualifiers.inout_lowp_float_vertex
Processing functions.qualifiers.inout_lowp_float_fragment
Processing functions.qualifiers.in_highp_float_vertex
Processing functions.qualifiers.in_highp_float_fragment
Processing functions.qualifiers.out_highp_float_vertex
Processing functions.qualifiers.out_highp_float_fragment
Processing functions.qualifiers.inout_highp_float_vertex
Processing functions.qualifiers.inout_highp_float_fragment
Processing functions.qualifiers.const_float_vertex
Processing functions.qualifiers.const_float_fragment
Processing functions.qualifiers.const_in_float_vertex
Processing functions.qualifiers.const_in_float_fragment
Processing functions.qualifiers.in_int_vertex
Processing functions.qualifiers.in_int_fragment
Processing functions.qualifiers.out_int_vertex
Processing functions.qualifiers.out_int_fragment
Processing functions.qualifiers.inout_int_vertex
Processing functions.qualifiers.inout_int_fragment
Processing functions.qualifiers.in_lowp_int_vertex
Processing functions.qualifiers.in_lowp_int_fragment
Processing functions.qualifiers.out_lowp_int_vertex
Processing functions.qualifiers.out_lowp_int_fragment
Processing functions.qualifiers.inout_lowp_int_vertex
Processing functions.qualifiers.inout_lowp_int_fragment
Processing functions.qualifiers.in_highp_int_vertex
Processing functions.qualifiers.in_highp_int_fragment
Processing functions.qualifiers.out_highp_int_vertex
Processing functions.qualifiers.out_highp_int_fragment
Processing functions.qualifiers.inout_highp_int_vertex
Processing functions.qualifiers.inout_highp_int_fragment
Processing functions.qualifiers.const_int_vertex
Processing functions.qualifiers.const_int_fragment
Processing functions.qualifiers.const_in_int_vertex
Processing functions.qualifiers.const_in_int_fragment
Processing functions.qualifiers.in_bool_vertex
Processing functions.qualifiers.in_bool_fragment
Processing functions.qualifiers.out_bool_vertex
Processing functions.qualifiers.out_bool_fragment
Processing functions.qualifiers.inout_bool_vertex
Processing functions.qualifiers.inout_bool_fragment
Processing functions.declarations.void_vs_no_void_vertex
Processing functions.declarations.void_vs_no_void_fragment
Processing functions.declarations.in_vs_no_in_vertex
Processing functions.declarations.in_vs_no_in_fragment
Processing functions.declarations.default_vs_explicit_precision_vertex
Processing functions.declarations.default_vs_explicit_precision_fragment
Processing functions.overloading.user_func_arg_type_simple_vertex
Processing functions.overloading.user_func_arg_type_simple_fragment
Processing functions.overloading.user_func_arg_float_types_vertex
Processing functions.overloading.user_func_arg_float_types_fragment
Processing functions.overloading.user_func_arg_int_types_vertex
Processing functions.overloading.user_func_arg_int_types_fragment
Processing functions.overloading.user_func_arg_bool_types_vertex
Processing functions.overloading.user_func_arg_bool_types_fragment
Processing functions.overloading.user_func_arg_basic_types_vertex
Processing functions.overloading.user_func_arg_basic_types_fragment
Processing functions.overloading.user_func_arg_complex_types_vertex
ERROR: expected shaders to compile and link properly, but failed to link.
FAIL expected shaders to compile and link properly, but failed to link.
[object Object]
Processing functions.overloading.user_func_arg_complex_types_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


struct Pos { float a, b, c; };
struct Line { Pos start, end; };

float func (float a) { return -a; }
float func (float a[4]) { return a[0] + a[3]; }
vec2 func (vec2 a) { return a.yx; }
vec3 func (vec3 a) { return a.xxx; }
vec4 func (vec4 a) { return a.wwww; }
vec4 func (vec4 a[4]) { return a[1] + a[2]; }
int func (int a) { return -a; }
ivec2 func (ivec2 a) { return a.yx; }
ivec3 func (ivec3 a) { return a.xxx; }
ivec4 func (ivec4 a) { return a.wwww; }
bool func (bool a) { return !a; }
bvec2 func (bvec2 a) { return a.yx; }
bvec3 func (bvec3 a) { return a.xxx; }
bvec4 func (bvec4 a) { return a.wwww; }
Pos func (Pos a) { return a; }
Line func (Line a) { return Line(a.end, a.start); }

void main()
{
	
	float arr[4];
	vec4 arr2[4];
	out0 = func(arr) + func(arr2).x;
	if (func(func(bvec4(false)).x))
		out0 = func(in0) * float(func(-1));
	else
		out0 = float(func(func(ivec4(func(func(func(vec4(0.5)).xyz).xy).xxxx)).xy).x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to link.
functions.overloading.user_func_arg_complex_types_fragment: expected shaders to compile and link properly, but failed to link.
FAIL expected shaders to compile and link properly, but failed to link.
[object Object]
Processing functions.overloading.user_func_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.overloading.user_func_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
}

float func (float a, float b)
{
	return a * b;
}

void main()
{
	out0 = func(in0) * func(-0.5, -2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.overloading.builtin_sin_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = sin(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.overloading.builtin_sin_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int sin(int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = sin(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.overloading.builtin_step_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(a_in0);

	out0 = step(0.0, 1.0, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.overloading.builtin_step_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int step (float i, float j, int a) { return -a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = step(0.0, 1.0, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.overloading.array_size_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.overloading.array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


float func (float f[3])
{
	return f[0];
}

float func (float f[4])
{
	return f[1];
}

void main ()
{
	
	float x[4];
	x[0] = -1.0;
	x[1] = 1.0;
	x[2] = x[3] = 0.0;
	out0 = func(x);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.local_in_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.local_in_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

void main()
{
	float arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.global_in_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


float func (in float a[4])
{
	a[0] = -1.0;
	a[2] = -4.0;
	a[3] = -3.0 * a[1];
	return a[0];
}

float arr[4];

void main()
{
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	float f = func(arr);
	out0 = f * vec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.local_in_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.local_in_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	int arr[4];
	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(a_in0);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}


Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.global_in_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


int func (in int a[4])
{
	a[0] = -1;
	a[2] = -4;
	a[3] = -3 * a[1];
	return a[0];
}

int arr[4];

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	arr[0] = in0.x;
	arr[1] = in0.y;
	arr[2] = in0.z;
	arr[3] = in0.w;
	int f = func(arr);
	out0 = f * ivec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}


Compile status: true
Processing functions.array_arguments.local_in_bool_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(a_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.local_in_bool_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

void main()
{
	bvec4 in0 = bvec4(v_in0);

	bool arr[4];
	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.global_in_bool_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(a_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.global_in_bool_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


bool func (in bool a[4])
{
	a[0] = false;
	a[2] = true;
	a[3] = !a[1];
	return a[0];
}

bool arr[4];

void main()
{
	bvec4 in0 = bvec4(v_in0);

	arr[0] = !in0.x;
	arr[1] = !in0.y;
	arr[2] = !in0.z;
	arr[3] = !in0.w;
	func(arr);
	out0 = bvec4(arr[0], arr[1], arr[2], arr[3]);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.array_arguments.test_helpers_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Warning: no location found for attribute 'in0'
Warning: no location found for attribute 'in0'
Processing functions.array_arguments.test_helpers_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

void main()
{
	float arr[4];
	set(arr, in0);
	negate(arr);
	out0 = float(test(arr, -in0));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Warning: no location found for attribute 'a_in0'
Warning: no location found for attribute 'a_in0'
Processing functions.array_arguments.copy_local_in_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.copy_local_in_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_global_in_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.copy_global_in_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	a[0] = 2.123;
	a[2] = -4.123;
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	out0 = in0 * func(arr, arr);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_local_inout_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.copy_local_inout_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (inout float a[4], inout float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

void main()
{
	float arr[4];
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.array_arguments.copy_global_inout_on_call_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	gl_Position = dEQP_Position;

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.array_arguments.copy_global_inout_on_call_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


vec4 get (in float arr[4]);
void set (out float arr[4], vec4 val);
void negate (inout float arr[4]);
bool test (in float arr[4], vec4 ref);
bool isEqual (in float a[4], in float b[4]);

float func (in float a[4], in float b[4])
{
	negate(a);
	return isEqual(a, b) ? 1.0 : -1.0;
}

float arr[4];

void main()
{
	set(arr, in0);
	float m = func(arr, arr); // returns -1.0
	float n = float(test(arr, in0) || test(arr, -in0));
	out0 = in0 * m * n;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

float absDiff (vec4 a, vec4 b) { vec4 d = abs(a - b); return max(max(d.x, d.y), max(d.z, d.w)); }
vec4 get (in float arr[4]) { return vec4(arr[0], arr[1], arr[2], arr[3]); }
void set (out float arr[4], vec4 val) { arr[0] = val.x; arr[1] = val.y; arr[2] = val.z; arr[3] = val.w; }
void negate (inout float arr[4]) { set(arr, -get(arr)); }
bool test (in float arr[4], vec4 ref) { return (absDiff(get(arr), ref) < 0.1); }
bool isEqual (in float a[4], in float b[4]) { return (absDiff(get(a), get(b)) < 0.1); }

Compile status: true
Processing functions.control_flow.simple_return_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.simple_return_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	return -a;
	a = a * -1.0;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_in_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_in_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	if (a != 0.0)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_in_else_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_in_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	if (a == 0.0)
		return 1.0;
	else
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_in_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_in_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 1; i++)
		return -a;
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_in_loop_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_in_loop_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 3; i++)
	{
		if (i == 1)
			return a;
		else if (i > 1)
			return -1.0;
		a = -a;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_after_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_after_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 5; i++)
		a = -a;
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_after_break_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_after_break_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		if (i == 4)
			break;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_after_continue_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_after_continue_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 4)
			continue;
		a = -a;
	}
	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_in_nested_loop_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_in_nested_loop_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		a = -a;
		for (int j = 0; j < 4; j++)
		{
			a = -a;
			if (i == 1)
				return a;
		}
		if (i == 4)
			return 1.0;
	}
	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.return_after_loop_sequence_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.return_after_loop_sequence_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++) // negate a
	{
		a = -a;
		if (i == 4)
			a = -a;
	}

	for (int i = 6; i < 10; i++) // keep a
	{
		if (i == 8)
			continue;
		else if (i == 9)
			break;
		a = -a;
	}

	return a;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.control_flow.mixed_return_break_continue_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.control_flow.mixed_return_break_continue_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float a)
{
	for (int i = 0; i < 6; i++)
	{
		if (i == 0)
			continue;
		else if (i == 1)
		{
		}
		else if (i == 3)
			break;
		else
			return a;
		a = -a;
	}

	return 1.0;
}

void main()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.multi_arg_float_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.misc.multi_arg_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


float sum(vec4 v) { return (v.x + v.y + v.z + v.w); }

float func (float a, vec3 b, vec2 c, vec2 d, vec4 e)
{
	return -sum(vec4(a, b) + vec4(c, d)) + sum(e);
}

void main()
{
	
	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.multi_arg_int_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.misc.multi_arg_int_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


int sum(ivec4 v) { return (v.x + v.y + v.z + v.w); }

int func (int a, ivec3 b, ivec2 c, ivec2 d, ivec4 e)
{
	return -sum(ivec4(a, b) + ivec4(c, d)) + sum(e);
}

void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = func(in0.y, in0.xzw, in0.wz, in0.yx, in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.argument_eval_order_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.misc.argument_eval_order_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	float v0 = float(in0);
	int v1 = in0;
	out0 = func((v0 += 1.0), v1++, (v0 > 1.5), v1);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.argument_eval_order_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(a_in0);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.misc.argument_eval_order_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int g;

int modG (int v)
{
	g += v;
	return v;
}

int func (float a, int b, bool c, int d)
{
	if (c)
		return b + int(a) + d;
	else
		return -1;
}

void main ()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(float(g = in0), modG(2), --g > 0, g);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.misc.missing_returns_vertex
gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;
varying float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

void main ()
{
	
	out0 = func(in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing functions.misc.missing_returns_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
// Note specification says that returned value is undefined if no return
// statement has been executed. In this case func() is called only with
// positive values.
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying float in0;
uniform float ref_out0;
float out0;


float func (float f)
{
	if (f > 0.0)
		return -f;
}

void main ()
{
	
	out0 = func(in0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing functions.invalid.break_in_body_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.break_in_body_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	break;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.continue_in_body_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.continue_in_body_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	continue;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.return_value_from_void_function_vertex
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.return_value_from_void_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func ()
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.extra_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.extra_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func(1.0, 2.0);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.missing_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.missing_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (float f)
{
}

void main ()
{
	func();
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.missing_argument_type_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.missing_argument_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_basetype_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

void func (float f)
{
}

void main ()
{
	func(2);
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_basetype_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

void func (float f)
{
}

void main ()
{
	func(2);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_scalar_vector_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_scalar_vector_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec2 f)
{
}

void main ()
{
	func(2.0);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_vector_size_mismatch_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_vector_size_mismatch_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void main ()
{
	func(vec2(2.0));
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.duplicate_function_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.duplicate_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void func (vec3 f)
{
}

void func (vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.prototype_mismatch_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void main ()
{
	gl_Position = vec4(1.0);
}

float func (vec3 f)
{
	return f.x;
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.prototype_mismatch_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);

void main ()
{
	gl_FragColor = vec4(1.0);
}

float func (vec3 f)
{
	return f.x;
}

Compile status: false
Processing functions.invalid.prototype_unspecified_array_size_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.prototype_unspecified_array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[]);

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.call_mismatch_argument_array_size_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.call_mismatch_argument_array_size_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (vec3 f[3])
{
}

void main ()
{
	vec3 array[4];
	func(array);
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.prototype_mismatch_argument_const_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.prototype_mismatch_argument_const_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f);
void func (const vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.prototype_mismatch_argument_array_const_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.prototype_mismatch_argument_array_const_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f[3]);
void func (const vec3 f[3])
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.prototype_mismatch_array_inout_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.prototype_mismatch_array_inout_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (out vec3 f);
void func (inout vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.missing_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.missing_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (float f);
func (inout vec3 f[3])
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.call_before_definition_vertex
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_Position = vec4(1.0);
}

void func (float f)
{
}


Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.call_before_definition_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	func(1.0);
	gl_FragColor = vec4(1.0);
}

void func (float f)
{
}


Compile status: false
Processing functions.invalid.return_array_in_struct_vertex
gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.return_array_in_struct_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.return_array_in_struct_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

struct Foo
{
	float f;
	float arr[2];
};

Foo func ()
{
	Foo f;
	f.f = 1.0;
	f.arr[0] = 2.0;
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.return_array_in_struct_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.argument_precision_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_precision_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (lowp float f)
{
	return f;
}

float func (mediump float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_in_out_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_in_out_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (out float f)
{
	f = 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_in_inout_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_in_inout_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (in float f)
{
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.argument_out_inout_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.argument_out_inout_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (out float f)
{
	f = -1.0;
}

void func (inout float f)
{
	f = -f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.return_type_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.return_type_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

int func (float f)
{
	return int(f);
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.return_type_precision_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.return_type_precision_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

lowp float func (float f)
{
	return f;
}

mediump float func (float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.return_type_const_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.return_type_const_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return f;
}

const float func (float f)
{
	return f;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.return_without_value_vertex
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return;
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.return_without_value_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float func (float f)
{
	return;
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.local_function_prototype_vertex
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.local_function_prototype_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.local_function_prototype_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f);

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.local_function_prototype_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.local_function_definition_vertex
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.local_function_definition_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void main ()
{
	float func (float f)
	{
		return 1.0;
	}

	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.name_type_conflict_vertex
gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.name_type_conflict_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

struct foo { float a; }

float foo (float f)
{
	return 1.0;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.const_overload_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.const_overload_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
}

void func (const vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.uniform_local_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.uniform_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	uniform float u;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.varying_local_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.varying_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	varying float v;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.attribute_local_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.attribute_local_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (vec3 f)
{
	attribute float a;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.uniform_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.uniform_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (uniform vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.varying_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.varying_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (varying vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.attribute_argument_vertex
gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.attribute_argument_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void func (attribute vec3 f)
{
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.uniform_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.uniform_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

uniform float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.varying_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.varying_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

varying float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.attribute_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.attribute_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

attribute float func (vec3 f)
{
	return f.x;
}

void main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.main_invalid_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.main_invalid_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

float main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.main_has_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.main_has_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

void main (float f)
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.main_missing_return_type_vertex
gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.main_missing_return_type_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.write_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.write_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (const float f)
{
	f = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.write_const_array_arg_vertex
gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.write_const_array_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;

func (const float f[3])
{
	f[0] = 1.0;
}

main ()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing functions.invalid.modify_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.modify_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	a = -a;
	return 2 * a;
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.init_const_local_from_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.init_const_local_from_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	const int b = -a;
	return 2 * b;
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.array_size_from_const_arg_vertex
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;
attribute highp vec4 dEQP_Position;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_Position = vec4(func(3));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing functions.invalid.array_size_from_const_arg_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
precision mediump int;


int func (const int a)
{
	int arr[a];
	arr[1] = 3;
	return arr[1];
}

void main()
{
	gl_FragColor = vec4(func(3));
}

Compile status: false
Processing functions.invalid.double_declare_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.double_declare_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing functions.invalid.double_declare_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;


float func (float f);
float func (float f);

float func (float f)
{
	return -f;
}

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
functions.invalid.double_declare_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3725e50>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_functions (5923 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

uniform lowp sampler2D s;

void main()
{
	vec4 r = texture2D(s, vec2(1.0), 1.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

uniform lowp samplerCube s;

void main()
{
	vec4 r = textureCube(s, vec3(1.0), 1.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform sampler2D s;

void main()
{
	gl_FragColor = texture2DLod(s, vec2(0), 1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

uniform samplerCube s;

void main()
{
	gl_FragColor = textureCubeLod(s, vec3(0), 1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_invalid_texture_functions (523 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_keywords
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float attribute = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float attribute = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float const = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float const = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float uniform = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float uniform = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float varying = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float varying = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float break = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float break = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float continue = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float continue = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float do = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float do = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float for = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float for = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float while = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float while = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230523:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float if = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float if = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float else = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float else = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float in = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float out = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float out = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float inout = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inout = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float float = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float float = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float int = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float int = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float void = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float void = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float bool = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bool = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float true = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float true = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float false = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float false = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float lowp = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float lowp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float mediump = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mediump = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float highp = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float highp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float precision = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float precision = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float invariant = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invariant = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float discard = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float discard = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float return = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float return = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float mat2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float mat3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float mat4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float mat4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float vec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float vec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float vec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float vec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float ivec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float ivec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float ivec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float ivec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float bvec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float bvec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float bvec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float bvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler2D = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float samplerCube = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float samplerCube = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float struct = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float struct = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float asm = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float asm = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float class = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float class = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float union = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float union = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float enum = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float enum = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float typedef = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float typedef = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float template = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float template = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float this = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float this = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float packed = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float packed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float goto = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float goto = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float switch = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float switch = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float default = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float default = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float inline = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float inline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float noinline = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float noinline = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float volatile = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float volatile = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float public = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230524:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float public = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float static = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float static = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float extern = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float extern = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float external = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float external = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float interface = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float interface = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float flat = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float flat = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float long = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float long = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float short = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float short = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float double = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float double = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float half = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float half = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float fixed = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fixed = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float unsigned = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float unsigned = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float superp = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float superp = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float input = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float input = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float output = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float output = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float hvec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float hvec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float hvec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float hvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float dvec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float dvec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float dvec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float dvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float fvec2 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec2 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float fvec3 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec3 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float fvec4 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float fvec4 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler1D = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler3D = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3D = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler1DShadow = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler1DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler2DShadow = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler2DRect = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler3DRect = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler3DRect = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sampler2DRectShadow = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sampler2DRectShadow = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float sizeof = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float sizeof = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float cast = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float cast = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float namespace = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float namespace = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float using = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float using = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float __invalid = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float __invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float in__valid = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float in__valid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float invalid__ = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float invalid__ = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float gl_Invalid = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230525:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float gl_Invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float 0123 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0123 = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;


void main()
{
	
	float 0invalid = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;



void main()
{
	
	float 0invalid = 1.0;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_keywords (2731 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_linkage
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
varying mediump float var;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
uniform bool u_false;
void main()
{
	if (u_false)
		gl_FragColor = vec4(var);
	else
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		gl_FragColor = vec4(var);
	else
		gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying mediump float var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying float var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec2 in0;

varying mediump vec2 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec2 ref_out0;
vec2 out0;

varying vec2 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec3 in0;

varying mediump vec3 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec3 ref_out0;
vec3 out0;

varying vec3 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec4 in0;

varying mediump vec4 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

varying vec4 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat2 in0;

varying mediump mat2 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
uniform mat2 ref_out0;
mat2 out0;

varying mat2 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat3 in0;

varying mediump mat3 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
uniform mat3 ref_out0;
mat3 out0;

varying mat3 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat4 in0;

varying mediump mat4 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
uniform mat4 ref_out0;
mat4 out0;

varying mat4 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying highp float var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying highp vec2 var;
void main()
{
	var = vec2(in0, 2.0*in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying lowp vec2 var;
void main()
{
	out0 = var.y - var.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying lowp vec4 var;
void main()
{
	var = vec4(in0, 2.0*in0, -in0, -in0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230526:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump vec4 var;
void main()
{
	out0 = var.x + var.y + var.z + var.w;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	var = 2.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	if (false)
	{
		gl_FragColor = vec4(var.y);
	}
	else
	{
		gl_FragColor = vec4(1.0);
	}
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	var = 2.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	gl_FragColor = var.xyyx;
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(var);
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump int var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying mediump int var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying bool var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying bool var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying struct { mediump float foo; } var;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
varying struct { mediump float foo; } var;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;

varying float var1;
varying float var2;

void main()
{
	var1 = in0;
	var2 = var1 + in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying float var1;
varying float var2;

void main()
{
	out0 = var1 + var2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying float var1;
varying float var2;

void main()
{
	var1 = in0;
	var2 = var1 + in0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying float var1;
varying float var2;

void main()
{
	var2 = var1;
	out0 = var1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a + val.b;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b + val.a;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a + val.b;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b.y + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b.y + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

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;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Inner {mediump vec4 c;};
struct Struct {mediump vec4 a; Inner b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.c.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

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;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Inner {mediump vec3 c;};
struct Struct {mediump vec4 a; Inner b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.c.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec2 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec2 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec2 a; mediump int b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec2 a; mediump int b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + float(val.b);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump int b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump int b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + float(val.b);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {bvec2 a; mediump vec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a.x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {bvec2 a; mediump vec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump ivec2 a; mediump vec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = vec2(val.a).x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump ivec2 a; mediump vec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump ivec2 a; mediump ivec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = vec2(val.a).x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump ivec2 a; mediump ivec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + vec2(val.b).y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump int a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec3 a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a.x);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {highp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {lowp float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {lowp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {lowp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
struct Struct {float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
struct Light
{
 mediump vec3	color;
 highp vec4		position;
 highp vec3		direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;

RTEX_DECLARATIONS}
orm Light val;
ing mediump float res;
 main()

res = val.constantAttenuation;
gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
 struct Light
 {
    mediump vec3	color;
 highp vec4		position;
 highp vec3		direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;
;
truct Struct {float a;};
niform Light val;
{FRAGMENT_DECLARATIONS}
arying mediump float res;
oid main()
	 
out0 = res + val.quadraticAttenuation;
bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "loading: linkage.test", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "completed load request: linkage.test", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_5", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_6", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_7", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_vec4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_mat4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_differing_precision_3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_type_mismatch_2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_illegal_usage_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_int", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_bool", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.invalid_varying_type_struct", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_readback_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.varying_writeback_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vec4_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_vertex_only_vec4_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_fragment_only_vec4_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_struct", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec4_vec3_struct", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_vec3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_vec2_int", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_int_float", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_bvec2_vec2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_vec2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_partial_ivec2_ivec2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_type_conflict_3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_1", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_2", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_3", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_precision_conflict_4", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Processing linkage.uniform_struct_use_case_rip_sans_highp", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
struct Light
{
 mediump vec3	color;
 mediump vec4	position;
 mediump vec3	direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;

RTEX_DECLARATIONS}
orm Light val;
ing mediump float res;
 main()

res = val.constantAttenuation;
gl_Position = dEQP_Position;


", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
 struct Light
 {
    mediump vec3	color;
 mediump vec4	position;
 mediump vec3	direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;
;
truct Struct {float a;};
niform Light val;
{FRAGMENT_DECLARATIONS}
arying mediump float res;
oid main()
	 
out0 = res + val.quadraticAttenuation;
bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);


", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "linkage.uniform_struct_use_case_rip_sans_highp: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230527:INFO:CONSOLE(11)] "[object Object]", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_linkage

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
varying mediump float var;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump float var;
uniform bool u_false;
void main()
{
	if (u_false)
		gl_FragColor = vec4(var);
	else
		gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		var = 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
uniform bool u_false;

varying mediump float var;
void main()
{
	if (u_false)
		gl_FragColor = vec4(var);
	else
		gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying mediump float var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying float var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec2 in0;

varying mediump vec2 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec2 ref_out0;
vec2 out0;

varying vec2 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec3 in0;

varying mediump vec3 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec3 ref_out0;
vec3 out0;

varying vec3 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute vec4 in0;

varying mediump vec4 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

varying vec4 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat2 in0;

varying mediump mat2 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat2 a, mat2 b, float eps) { vec2 diff = max(abs(a[0]-b[0]), abs(a[1]-b[1])); return all(lessThanEqual(diff, vec2(eps))); }
uniform mat2 ref_out0;
mat2 out0;

varying mat2 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat3 in0;

varying mediump mat3 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat3 a, mat3 b, float eps) { vec3 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), abs(a[2]-b[2])); return all(lessThanEqual(diff, vec3(eps))); }
uniform mat3 ref_out0;
mat3 out0;

varying mat3 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute mat4 in0;

varying mediump mat4 var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (mat4 a, mat4 b, float eps) { vec4 diff = max(max(abs(a[0]-b[0]), abs(a[1]-b[1])), max(abs(a[2]-b[2]), abs(a[3]-b[3]))); return all(lessThanEqual(diff, vec4(eps))); }
uniform mat4 ref_out0;
mat4 out0;

varying mat4 var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying highp float var;
void main()
{
	var = in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float var;
void main()
{
	out0 = var;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying highp vec2 var;
void main()
{
	var = vec2(in0, 2.0*in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying lowp vec2 var;
void main()
{
	out0 = var.y - var.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;
attribute float in0;

varying lowp vec4 var;
void main()
{
	var = vec4(in0, 2.0*in0, -in0, -in0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump vec4 var;
void main()
{
	out0 = var.x + var.y + var.z + var.w;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	var = 2.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	if (false)
	{
		gl_FragColor = vec4(var.y);
	}
	else
	{
		gl_FragColor = vec4(1.0);
	}
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump float var;
void main()
{
	var = 2.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump vec2 var;
void main()
{
	gl_FragColor = var.xyyx;
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
varying mediump float var;
void main()
{
	gl_FragColor = vec4(var);
}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying mediump int var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
varying mediump int var;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying bool var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
varying bool var;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

varying struct { mediump float foo; } var;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
varying struct { mediump float foo; } var;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float in0;

varying float var1;
varying float var2;

void main()
{
	var1 = in0;
	var2 = var1 + in0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying float var1;
varying float var2;

void main()
{
	out0 = var1 + var2;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying float var1;
varying float var2;

void main()
{
	var1 = in0;
	var2 = var1 + in0;
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
precision mediump float;

varying float var1;
varying float var2;

void main()
{
	var2 = var1;
	out0 = var1;
	gl_FragColor = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a + val.b;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b + val.a;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a + val.b;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b.y + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec4 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b.y + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b.y;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
void main()
{
	dummy = val.a.x + val.b;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float dummy;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.b + val.a.x;
	out0 = out0 + dummy;
	out0 = out0 - dummy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x + val.b;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = res;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
void main()
{
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{	 
	out0 = val.a.x + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a; mediump float b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

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;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Inner {mediump vec4 c;};
struct Struct {mediump vec4 a; Inner b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.c.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

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;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Inner {mediump vec3 c;};
struct Struct {mediump vec4 a; Inner b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.c.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec2 a; mediump vec3 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec2 a; mediump vec3 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec2 a; mediump int b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a.x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec2 a; mediump int b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + float(val.b);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump int b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a; mediump int b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + float(val.b);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {bvec2 a; mediump vec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a.x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {bvec2 a; mediump vec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump ivec2 a; mediump vec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = vec2(val.a).x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump ivec2 a; mediump vec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.b.y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump ivec2 a; mediump ivec2 b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = vec2(val.a).x;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump ivec2 a; mediump ivec2 b;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + vec2(val.b).y;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a; mediump float b;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = res + val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump int a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump vec3 a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = float(val.a.x);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump vec4 a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {highp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {mediump float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {lowp float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {lowp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {mediump float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
attribute highp vec4 dEQP_Position;

struct Struct {lowp float a;};
uniform Struct val;
varying mediump float res;
void main()
{
	res = val.a;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
struct Struct {float a;};
uniform Struct val;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

varying mediump float res;
void main()
{	 
	out0 = val.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
struct Light
{
 mediump vec3	color;
 highp vec4		position;
 highp vec3		direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;

RTEX_DECLARATIONS}
orm Light val;
ing mediump float res;
 main()

res = val.constantAttenuation;
gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
precision mediump float;
 struct Light
 {
    mediump vec3	color;
 highp vec4		position;
 highp vec3		direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;
;
truct Struct {float a;};
niform Light val;
{FRAGMENT_DECLARATIONS}
arying mediump float res;
oid main()
	 
out0 = res + val.quadraticAttenuation;
bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
linkage.uniform_struct_use_case_rip: expected shaders to compile and link properly, but failed to compile.
loading: linkage.test
completed load request: linkage.test
Processing linkage.varying_1
Processing linkage.varying_2
Processing linkage.varying_3
Processing linkage.varying_4
Processing linkage.varying_5
Processing linkage.varying_6
Processing linkage.varying_7
Processing linkage.varying_type_float
Processing linkage.varying_type_vec2
Processing linkage.varying_type_vec3
Processing linkage.varying_type_vec4
Processing linkage.varying_type_mat2
Processing linkage.varying_type_mat3
Processing linkage.varying_type_mat4
Processing linkage.varying_differing_precision_1
Processing linkage.varying_differing_precision_2
Processing linkage.varying_differing_precision_3
Processing linkage.varying_type_mismatch_1
Processing linkage.varying_type_mismatch_2
Processing linkage.varying_illegal_usage_1
Processing linkage.invalid_varying_type_int
Processing linkage.invalid_varying_type_bool
Processing linkage.invalid_varying_type_struct
Processing linkage.varying_readback_1
Processing linkage.varying_writeback_1
Processing linkage.uniform_struct
Processing linkage.uniform_struct_vertex_only
Processing linkage.uniform_struct_fragment_only
Processing linkage.uniform_struct_partial
Processing linkage.uniform_struct_vec4
Processing linkage.uniform_struct_vertex_only_vec4
Processing linkage.uniform_struct_fragment_only_vec4
Processing linkage.uniform_struct_partial_vec4
Processing linkage.uniform_struct_vec4_vec3
Processing linkage.uniform_struct_vertex_only_vec4_vec3
Processing linkage.uniform_struct_fragment_only_vec4_vec3
Processing linkage.uniform_struct_partial_vec4_vec3
Processing linkage.uniform_struct_vec4_float
Processing linkage.uniform_struct_vertex_only_vec4_float
Processing linkage.uniform_struct_fragment_only_vec4_float
Processing linkage.uniform_struct_partial_vec4_float
Processing linkage.uniform_struct_partial_vec4_struct
Processing linkage.uniform_struct_partial_vec4_vec3_struct
Processing linkage.uniform_struct_partial_vec2_vec3
Processing linkage.uniform_struct_partial_vec2_int
Processing linkage.uniform_struct_partial_int_float
Processing linkage.uniform_struct_partial_bvec2_vec2
Processing linkage.uniform_struct_partial_ivec2_vec2
Processing linkage.uniform_struct_partial_ivec2_ivec2
Processing linkage.uniform_struct_type_conflict_1
Processing linkage.uniform_struct_type_conflict_2
Processing linkage.uniform_struct_type_conflict_3
Processing linkage.uniform_struct_precision_conflict_1
Processing linkage.uniform_struct_precision_conflict_2
Processing linkage.uniform_struct_precision_conflict_3
Processing linkage.uniform_struct_precision_conflict_4
Processing linkage.uniform_struct_use_case_rip
ERROR: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing linkage.uniform_struct_use_case_rip_sans_highp
gluShaderProgram.Shader:
struct Light
{
 mediump vec3	color;
 mediump vec4	position;
 mediump vec3	direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;

RTEX_DECLARATIONS}
orm Light val;
ing mediump float res;
 main()

res = val.constantAttenuation;
gl_Position = dEQP_Position;



Compile status: false
gluShaderProgram.Shader:
precision mediump float;
 struct Light
 {
    mediump vec3	color;
 mediump vec4	position;
 mediump vec3	direction;
 mediump float	constantAttenuation;
 mediump float	linearAttenuation;
 mediump float	quadraticAttenuation;
;
truct Struct {float a;};
niform Light val;
{FRAGMENT_DECLARATIONS}
arying mediump float res;
oid main()
	 
out0 = res + val.quadraticAttenuation;
bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);



Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
linkage.uniform_struct_use_case_rip_sans_highp: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3725f10>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_linkage (1568 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_preprocessor
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


#
 comment
	# /* */

void main()
{
	out0 = 0.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "loading: preprocessor.test", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "completed load request: preprocessor.test", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.correct_phases_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_identifier_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.null_directive_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


#
 comment
	# /* */

void main()
{
	out0 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "preprocessor.basic.null_directive_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.invalid_directive_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#defin AAA

void main()
{
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.missing_identifier_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define

void main()
{
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


# define VALUE

void main()
{
	out0 = VALUE - 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_object_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


# define VALUE

void main()
{
	out0 = VALUE - 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


# define VALUE(a)

void main()
{
	out0 = VALUE(2.0) - 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_function_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


# define VALUE(a)

void main()
{
	out0 = VALUE(2.0) - 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


#

void main()
{
	out0 = 1.0;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.basic.empty_directive_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


#

void main()
{
	out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position; varying float out0; 
#	define		VALUE			(1.5 + 2.5)
#	define		FUNCTION(__LINE__, b)	__LINE__+b

void main()
{
	out0 = FUNCTION(VALUE, ((0.2) + 1.8) );
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.define_value_and_function_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); } uniform float ref_out0; float out0; 
#	define		VALUE			(1.5 + 2.5)
#	define		FUNCTION(__LINE__, b)	__LINE__+b

void main()
{
	out0 = FUNCTION(VALUE, ((0.2) + 1.8) );
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define		VAL			2.0
#undef		VAL	sdflkjfds
#define		VAL			1.0

void main()
{
	gl_Position = vec4(VAL);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_object_invalid_syntax_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define		VAL			2.0
#undef		VAL	sdflkjfds
#define		VAL			1.0

void main()
{
	gl_FragColor = vec4(VAL);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_Position = vec4(__LINE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_FragColor = vec4(__LINE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_Position = vec4(__FILE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_FragColor = vec4(__FILE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_Position = vec4(__VERSION__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_3_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_FragColor = vec4(__VERSION__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_Position = vec4(GL_ES);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_invalid_object_4_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_FragColor = vec4(GL_ES);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define		FUNCTION(a,b) a+b
#undef		FUNCTION
#define 	FUNCTION(a,b) a-b

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.definitions.undefine_function_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define		FUNCTION(a,b) a+b
#undef		FUNCTION
#define 	FUNCTION(a,b) a-b

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.define_non_identifier_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_definitions.undef_non_identifier_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define AAAA 		2.1
# define VALUE (AAA - 1.0)
# define VALUE (AAAA - 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_ident_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define AAAA 		2.1
# define VALUE (AAA - 1.0)
# define VALUE (AAAA - 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA- 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_whitespace_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA- 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA + 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_op_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA + 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.1)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.1)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.0e-1)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_floatval_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.0e-1)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 2)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 2)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 0x1)

void main()
{
	gl_Position = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.invalid_object_intval_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 0x1)

void main()
{
	gl_FragColor = vec4(VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	(RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	(RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifdef ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifdef_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifdef ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1
#undef ADEFINE

#ifdef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1
#undef ADEFINE

#ifdef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifndef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_ifndef_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifndef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined(ADEFINE)
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined(ADEFINE)
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_defined_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl dsfjkhfdsjkh fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_comment_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl dsfjkhfdsjkh fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl
				dsfjkhfdsjkh
				fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl
				dsfjkhfdsjkh
				fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_Position = vec4(__VALUE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_1_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_FragColor = vec4(__VALUE__);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_Position = vec4(GL_VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.invalid_redefinitions.invalid_identifier_2_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_FragColor = vec4(GL_VALUE);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define VALUE /* current
			value */ 4.2

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.comments.multiline_comment_define_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define VALUE /* current
			value */ 4.2

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 0.0;
	/* /* */
	out0 = 1.0;
	// */
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.comments.nested_comment_fragment", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 0.0;
	/* /* */
	out0 = 1.0;
	// */
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_vertex", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	/*/
	out0 = 0.0;
	/*/
	out0 = 1.0;
	/**/
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230528:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	/*/
	out0 = 0.0;
	/*/
	out0 = 1.0;
	/**/
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	/**/
	out0 = 1.0;
	/*/
	out0 = 0.0;
	/**/
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.comment_trick_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	/**/
	out0 = 1.0;
	/*/
	out0 = 0.0;
	/**/
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_Position = 1.0;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.invalid_comment_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_FragColor = 1.0;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.comments.unterminated_comment_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define VALUE 1.0
#define FUNCTION(VALUE, B)	(VALUE-B)

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.same_object_and_function_param_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define VALUE 1.0
#define FUNCTION(VALUE, B)	(VALUE-B)

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define AAA(a,b)	a*(BBB(a,b))
#define BBB(a,b)	a-b

void main()
{
	out0 = BBB(AAA(8.0/4.0, 2.0)*BBB(2.0*2.0,0.75*2.0), AAA(40.0,10.0*BBB(5.0,3.0)));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.complex_func_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define AAA(a,b)	a*(BBB(a,b))
#define BBB(a,b)	a-b

void main()
{
	out0 = BBB(AAA(8.0/4.0, 2.0)*BBB(2.0*2.0,0.75*2.0), AAA(40.0,10.0*BBB(5.0,3.0)));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

/* sdfljk */  	#/* sdfljk */define /* sdfljk */ FUNC( /* jklsfd*/a /*sfdjklh*/, /*sdfklj */b /*sdfklj*/)		a+b

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_definitions.function_definition_with_comments_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

/* sdfljk */  	#/* sdfljk */define /* sdfljk */ FUNC( /* jklsfd*/a /*sfdjklh*/, /*sdfklj */b /*sdfklj*/)		a+b

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	(1.0+BBB)
#define BBB 	(2.0+AAA)

void main()
{
	gl_Position = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA	(1.0+BBB)
#define BBB 	(2.0+AAA)

void main()
{
	gl_FragColor = vec4(AAA);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_Position = vec4(AAA(1.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_4_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_FragColor = vec4(AAA(1.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a, b)	AAA(b, a)

void main()
{
	gl_Position = vec4(AAA(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.recursion.recursion_5_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define AAA(a, b)	AAA(b, a)

void main()
{
	gl_FragColor = vec4(AAA(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC( a, b)		a+b

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC( a, b)		a+b

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC( a, b )(a			+b)

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC( a, b )(a			+b)

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC(a,b)(a	/* comment
						 */ +b)

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.function_redefinition_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC(a,b)(a	/* comment
						 */ +b)

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(A,b)		A+b

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(A,b)		A+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b,c)	a+b+c

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0, 3.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b,c)	a+b+c

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0, 3.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b)		b+a

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b)		b+a

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC());
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC());
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC((();
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC((();
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_4_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_5_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_6_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_7_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0, 3.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.arguments_8_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0, 3.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,a)		a+a

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.unique_param_name_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,a)		a+a

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a + b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a + b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(,a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.argument_list_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(,a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A  a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A  a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A,B,C  a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_fragment", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A,B,C  a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_vertex", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230529:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
# define FUNC(
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define FOO(a, b)		(1 a 9) b 2

void main()
{
	out0 = float(FOO(+, *));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.semantic.ops_as_arguments_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define FOO(a, b)		(1 a 9) b 2

void main()
{
	out0 = float(FOO(+, *));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define FUNC(A) A
#define A 2.0

void main()
{
	out0 = FUNC(A - 1.0);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.semantic.correct_order_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define FUNC(A) A
#define A 2.0

void main()
{
	out0 = FUNC(A - 1.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define AAA __VERSION__
	out0 = float(AAA);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.version_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define AAA __VERSION__
	out0 = float(AAA);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	out0 = float(GL_ES);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	out0 = float(GL_ES);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define AAA(A) A

void main()
{
	out0 = float(AAA(GL_ES));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.gl_es_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define AAA(A) A

void main()
{
	out0 = float(AAA(GL_ES));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
const mediump int line = __LINE__;
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = float(line);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
const mediump int line = __LINE__;
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = float(line);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position; varying vec4 out0; 
#define BBB		__LINE__, /*
	*/ __LINE__
#define AAA(a,b) BBB, a, b

void main()
{
	out0 = vec4(AAA(__LINE__,
			__LINE__
			));
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.line_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); } uniform vec4 ref_out0; vec4 out0; 
#define BBB		__LINE__, /*
	*/ __LINE__
#define AAA(a,b) BBB, a, b

void main()
{
	out0 = vec4(AAA(__LINE__,
			__LINE__
			));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.line_2_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = float(__FILE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.file_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = float(__FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
S
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_gl_es_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
S
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_gl_es_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
RSION__ == 100
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.predefined_macros.if_version_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
RSION__ == 100
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.predefined_macros.if_version_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA asdf

ned AAA && !defined(BBB)
	out0 = 1.0;

	out0 = 0.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA asdf

ned AAA && !defined(BBB)
	out0 = 1.0;

	out0 = 0.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA defined(BBB)


	out0 = 1.0;

	out0 = 0.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA defined(BBB)


	out0 = 1.0;

	out0 = 0.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	out0 = -3.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_3_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	out0 = -3.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_3_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_4_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = 1.0;

	out0 = -2.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.basic_5_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = 1.0;

	out0 = -2.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.basic_5_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
2 >> 1) & 1)
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
2 >> 1) & 1)
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
(- - - - - 1 + + + + + +1) >> 1) & 1)
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.conditional_inclusion.unary_ops_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
(- - - - - 1 + + + + + +1) >> 1) & 1)
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.conditional_inclusion.unary_ops_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ ++1 - - - -1) >> 1) & 1)
	gl_Position = vec4(-1.0);

	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ ++1 - - - -1) >> 1) & 1)
	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ + +1 - -- -1) >> 1) & 1)
	gl_Position = vec4(-1.0);

	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_op_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ + +1 - -- -1) >> 1) & 1)
	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned((AAA))
	gl_Position = vec4(FUNC(1.0,2.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned((AAA))
	gl_FragColor = vec4(FUNC(1.0,2.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

define 1
AAA 1.0

void main()
{
	out0 = AAA;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_ops.defined_define_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

define 1
AAA 1.0

void main()
{
	out0 = AAA;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_ops.defined_define_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
 AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
 AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
 AAA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
 AAA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
CCC + (-AAA || BBB)
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_1_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
CCC + (-AAA || BBB)
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_2_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_3_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_4_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.undefined_identifiers.undefined_identifier_4_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_5_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_6_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_7_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
A 2

 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_8_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
A 2

 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_9_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_10_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
B 2

 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_11_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
B 2

 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.undefined_identifiers.undefined_identifier_12_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifdef_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_vertex", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_ifndef_fragment", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.empty_ifndef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230530:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.empty_if_defined_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_if_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_if_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifdef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_ifndef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_else_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_else_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_2_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(2.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.unterminated_elif_3_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(2.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.unterminated_elif_3_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

	gl_Position = vec4(0.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_after_else_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(0.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_after_else_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_without_if_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.else_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.elif_without_if_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.elif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.endif_without_if_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.invalid_conditionals.endif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ES
gl_Position = vec4(1.0);

gl_Position = vec4(-1.0);

gl_Position = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.else_after_else_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
ES
gl_FragColor = vec4(1.0);

gl_FragColor = vec4(-1.0);

gl_FragColor = vec4(-1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.nested_elif_without_if_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.if_float_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_if_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_elif_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_else_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_endif_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifdef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.invalid_conditionals.tokens_after_ifndef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.unterminated_nested_blocks_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
#ifdef AAA
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
#ifdef AAA
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
#if defined  ( AAA)
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
#if defined  ( AAA)
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifdef_3_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifdef_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifdef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.invalid_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

AAA
void main()
{
AAA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.ifndef_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

AAA
void main()
{
AAA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.ifndef_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_Position = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.invalid_ifndef_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.mixed_conditional_inclusion_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.mixed_conditional_inclusion_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
S
__VERSION__ != 100
	out0 = -1.0;
e
	out0 = 1.0;
if

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
S
__VERSION__ != 100
	out0 = -1.0;
e
	out0 = 1.0;
if

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

0
	out0 = -1.0;
e
if 0
	out0 = -1.0;
elif 1
	out0 = 1.0;
else
	out0 = -1.0;
endif
if

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_2_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

0
	out0 = -1.0;
e
if 0
	out0 = -1.0;
elif 1
	out0 = 1.0;
else
	out0 = -1.0;
endif
if

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

1
	out0 = -1.0;
if

	out0 = 1.0;

	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.conditionals.nested_if_3_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

1
	out0 = -1.0;
if

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "preprocessor.conditionals.nested_if_3_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/* asdf */
#version 100
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
/* asdf */
#version 100
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_less_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_is_more_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_missing_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_vertex", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_1_fragment", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230531:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_not_first_statement_2_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_1_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.version_invalid_token_2_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.invalid_version_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.additional_tokens_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_with_no_tokens_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.directive.error_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
4 10
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
4 10
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
#line +20
	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_expression_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
#line +20
	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
#line (233 +10) (+10)
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_and_file_expression_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
#line (233 +10) (+10)
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_and_file_expression_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
A 4

	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_1_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
A 4

	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_1_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
A 10
4 A
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.line_defined_2_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
A 10
4 A
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.line_defined_2_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.empty_line_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.builtin.empty_line_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_1_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_3_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.builtin.invalid_line_file_4_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma
#pragma STDGL invariant(all)
#pragma debug(off)
#pragma optimize(off)

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.pragmas.pragma_vertex: expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to link.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma
#pragma STDGL invariant(all)
#pragma debug(off)
#pragma optimize(off)

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define off	INVALID
/* pragma line not macro expanded */
#pragma debug(off)

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.pragma_macro_exp_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define off	INVALID
/* pragma line not macro expanded */
#pragma debug(off)

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_debug_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_vertex: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.pragmas.invalid_pragma_invalid_token_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#pragma ¤¤½

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.pragmas.invalid_pragma_invalid_token_fragment: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.basic_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define warn enable

#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.macro_exp_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#define warn enable

#extension all : warn

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_extension_name_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_extension_name_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_colon_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.expected_colon_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.missing_behavior_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_1_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_behavior_2_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_vertex: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_name_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all¤ : warn
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_name_fragment: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_vertex: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.invalid_char_in_behavior_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : war¤n
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(0)] "WebGL: INVALID_VALUE: shaderSource: string not ASCII", source: http://127.0.0.1:35291/deqp/data/gles2/shaders/preprocessor.html (0)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.invalid_char_in_behavior_fragment: glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL glshaderSource()", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.unterminated_comment_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;

		void main()
		{
#extension all : disable
			gl_Position = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.extensions.after_non_preprocessing_tokens_fragment", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		
		void main()
		{
#extension all : disable
			gl_FragColor = vec4(1.0);
		}
	", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "preprocessor.extensions.after_non_preprocessing_tokens_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_vertex", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL << 2) == 16
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230532:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_left_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL << 2) == 16
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL >> 1) == 2
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.shift_right_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL >> 1) == 2
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL < 6) && (-VAL < -4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.cmp_less_than_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL < 6) && (-VAL < -4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL <= 6) && (-VAL <= -6)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.less_or_equal_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL <= 6) && (-VAL <= -6)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL | 5) == 7
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.or_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL | 5) == 7
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL & 5) == 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.and_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL & 5) == 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL ^ 5) == 3
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.xor_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL ^ 5) == 3
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 12
	out0 = 0.0;
	#if (VAL % 5) == 2
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.mod_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 12
	out0 = 0.0;
	#if (VAL % 5) == 2
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL ((  (4   ) )  )
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_value_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL ((  (4   ) )  )
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL ((  (4   ) )
	out0 = 0.0;
	#if VAL) >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_tricky_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL ((  (4   ) )
	out0 = 0.0;
	#if VAL) >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_no_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_if_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL (4)
	out0 = 0.0;
	#if (((VAL)) >= (4))
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_multi_if_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL (4)
	out0 = 0.0;
	#if (((VAL)) >= (4))
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_single_if_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	#if (VAL >= 4)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_true_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	#if (VAL >= 4)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	#if (VAL > 4)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.parenthesis_ifelse_false_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	#if (VAL > 4)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if -4 + 5 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_0_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if -4 + 5 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if (2 * 2) - 3 >= 0
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_basic_1_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if (2 * 2) - 3 >= 0
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if 2 * 3 - 3 == 3
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_0_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if 2 * 3 - 3 == 3
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if 2 - 2 / 2 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.eval_simple_precedence_1_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if 2 - 2 / 2 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
void main()
{
	#if defined(X)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_1_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
void main()
{
	#if defined(X)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) == Y
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_2_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) == Y
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) && defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_3_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) && defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) && defined(Y)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_4_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) && defined(Y)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_vertex", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) || defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_5_fragment", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) || defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230533:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef Y
void main()
{
	#if defined(X) && (defined(Y) || (X == 0))
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.expressions.defined_6_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef Y
void main()
{
	#if defined(X) && (defined(Y) || (X == 0))
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_unary_expr_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_unary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_binary_expr_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_binary_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.missing_expr_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.missing_expr_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_1_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.invalid_expr_1_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_2_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.invalid_expr_3_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unopened_parenthesis_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "preprocessor.invalid_expressions.unopened_parenthesis_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_Position = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.invalid_expressions.unclosed_parenthesis_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % ! 0 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_not_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % ! 0 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_not_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_not_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % ~ 4 ) == 3
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_bit_invert_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % ~ 4 ) == 3
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % - 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_minus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % - 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.modulo_vs_plus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 % + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / ~ 2 ) == -2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_bit_invert_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / ~ 2 ) == -2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / - 2 ) == -4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_minus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / - 2 ) == -4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / + 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.div_vs_plus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 / + 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * ~ 2 ) == -24
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_bit_invert_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * ~ 2 ) == -24
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * - 2 ) == -16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_minus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * - 2 ) == -16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * + 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.mul_vs_plus_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 * + 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 % 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_modulo_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 % 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 / 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_div_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 / 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 * 2 ) == 2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.sub_vs_mul_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 - 3 * 2 ) == 2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 % 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_modulo_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 % 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 / 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_div_fragment", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 / 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_vertex", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 * 2 ) == 14
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230534:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.add_vs_mul_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 + 3 * 2 ) == 14
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >> 3 - 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_sub_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >> 3 - 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >> 3 + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.rshift_vs_add_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >> 3 + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 << 3 - 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_sub_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 << 3 - 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 << 3 + 2 ) == 256
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.lshift_vs_add_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 << 3 + 2 ) == 256
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >= 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >= 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >= 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 >= 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 <= 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 <= 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 <= 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 <= 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 > 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_rshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 > 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 > 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.greater_vs_lshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 > 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 < 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_rshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 < 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 < 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.less_vs_lshift_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 < 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 >= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 >= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 <= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 <= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 > 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_greater_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 > 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 < 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.not_equal_vs_less_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 != 3 < 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 >= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 >= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 <= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_or_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 <= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 > 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_greater_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 > 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 < 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.equal_vs_less_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 == 3 < 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 & 3 != 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 & 3 != 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 & 3 == 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_and_vs_equal_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 & 3 == 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 ^ 3 & 2 ) == 10
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.xor_vs_bitwise_and_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 ^ 3 & 2 ) == 10
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 | 3 ^ 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.bitwise_or_vs_xor_fragment", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 8 | 3 ^ 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_vertex", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 && 3 | 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230535:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_fragment", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 && 3 | 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_vertex", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 && 4 & 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_fragment", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 && 4 & 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_vertex", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 || 4 && 0 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Processing preprocessor.operator_precedence.logical_or_vs_logical_and_fragment", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#if ( 0 || 4 && 0 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	", source:  (11)
[30242:30242:0702/230536:INFO:CONSOLE(11)] "Compile status: true", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_preprocessor

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define e +1
void main()
{
	mediump int n = 1e;
}

Compile status: false
gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define e +1

void main()
{
	mediump int 1xyz = 1;
}

Compile status: false
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


#
 comment
	# /* */

void main()
{
	out0 = 0.0;
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
preprocessor.basic.null_directive_vertex: expected shaders to compile and link properly, but failed to compile.
loading: preprocessor.test
completed load request: preprocessor.test
Processing preprocessor.basic.correct_phases_vertex
Processing preprocessor.basic.correct_phases_fragment
Processing preprocessor.basic.invalid_identifier_vertex
Processing preprocessor.basic.invalid_identifier_fragment
Processing preprocessor.basic.null_directive_vertex
ERROR: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.basic.null_directive_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


#
 comment
	# /* */

void main()
{
	out0 = 0.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.basic.null_directive_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.basic.invalid_directive_vertex
gluShaderProgram.Shader:
#defin AAA

void main()
{
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.basic.invalid_directive_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#defin AAA

void main()
{
}

Compile status: false
Processing preprocessor.basic.missing_identifier_vertex
gluShaderProgram.Shader:
#define

void main()
{
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.basic.missing_identifier_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define

void main()
{
}

Compile status: false
Processing preprocessor.basic.empty_object_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


# define VALUE

void main()
{
	out0 = VALUE - 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.basic.empty_object_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


# define VALUE

void main()
{
	out0 = VALUE - 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.basic.empty_function_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


# define VALUE(a)

void main()
{
	out0 = VALUE(2.0) - 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.basic.empty_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


# define VALUE(a)

void main()
{
	out0 = VALUE(2.0) - 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.basic.empty_directive_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


#

void main()
{
	out0 = 1.0;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.basic.empty_directive_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


#

void main()
{
	out0 = 1.0;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.definitions.define_value_and_function_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position; varying float out0; 
#	define		VALUE			(1.5 + 2.5)
#	define		FUNCTION(__LINE__, b)	__LINE__+b

void main()
{
	out0 = FUNCTION(VALUE, ((0.2) + 1.8) );
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.definitions.define_value_and_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); } uniform float ref_out0; float out0; 
#	define		VALUE			(1.5 + 2.5)
#	define		FUNCTION(__LINE__, b)	__LINE__+b

void main()
{
	out0 = FUNCTION(VALUE, ((0.2) + 1.8) );
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.definitions.undefine_object_invalid_syntax_vertex
gluShaderProgram.Shader:
precision mediump float;
#define		VAL			2.0
#undef		VAL	sdflkjfds
#define		VAL			1.0

void main()
{
	gl_Position = vec4(VAL);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_object_invalid_syntax_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define		VAL			2.0
#undef		VAL	sdflkjfds
#define		VAL			1.0

void main()
{
	gl_FragColor = vec4(VAL);
}

Compile status: false
Processing preprocessor.definitions.undefine_invalid_object_1_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_Position = vec4(__LINE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_invalid_object_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef __LINE__

void main()
{
	gl_FragColor = vec4(__LINE__);
}

Compile status: false
Processing preprocessor.definitions.undefine_invalid_object_2_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_Position = vec4(__FILE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_invalid_object_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef __FILE__

void main()
{
	gl_FragColor = vec4(__FILE__);
}

Compile status: false
Processing preprocessor.definitions.undefine_invalid_object_3_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_Position = vec4(__VERSION__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_invalid_object_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef __VERSION__

void main()
{
	gl_FragColor = vec4(__VERSION__);
}

Compile status: false
Processing preprocessor.definitions.undefine_invalid_object_4_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_Position = vec4(GL_ES);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_invalid_object_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef GL_ES

void main()
{
	gl_FragColor = vec4(GL_ES);
}

Compile status: false
Processing preprocessor.definitions.undefine_function_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define		FUNCTION(a,b) a+b
#undef		FUNCTION
#define 	FUNCTION(a,b) a-b

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.definitions.undefine_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define		FUNCTION(a,b) a+b
#undef		FUNCTION
#define 	FUNCTION(a,b) a-b

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.invalid_definitions.define_non_identifier_vertex
gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_definitions.define_non_identifier_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define 123 321

void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_definitions.undef_non_identifier_1_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_definitions.undef_non_identifier_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef 123

void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_definitions.undef_non_identifier_2_vertex
gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_definitions.undef_non_identifier_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#undef foo.bar

void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_ident_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define AAAA 		2.1
# define VALUE (AAA - 1.0)
# define VALUE (AAAA - 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_ident_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define AAAA 		2.1
# define VALUE (AAA - 1.0)
# define VALUE (AAAA - 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_whitespace_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA- 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_whitespace_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA- 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_op_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA + 1.0)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_op_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA + 1.0)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_floatval_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.1)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_floatval_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.1)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_floatval_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.0e-1)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_floatval_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2.0
# define VALUE (AAA - 1.0)
# define VALUE (AAA - 1.0e-1)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_intval_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 2)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_intval_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 2)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.invalid_object_intval_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 0x1)

void main()
{
	gl_Position = vec4(VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.invalid_object_intval_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA 		2
# define VALUE (AAA - 1)
# define VALUE (AAA - 0x1)

void main()
{
	gl_FragColor = vec4(VALUE);
}

Compile status: false
Processing preprocessor.object_redefinitions.redefine_object_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	(RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	(RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifdef ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifdef ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1
#undef ADEFINE

#ifdef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_undef_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1
#undef ADEFINE

#ifdef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_ifndef_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifndef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_ifndef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#ifndef ADEFINE
#define VALUE 0.0
#else
#define VALUE 1.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_defined_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined(ADEFINE)
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_defined_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined(ADEFINE)
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_defined_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_defined_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define ADEFINE 1
#define ADEFINE 1

#if defined ADEFINE
#define VALUE 1.0
#else
#define VALUE 0.0
#endif

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_comment_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl dsfjkhfdsjkh fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_comment_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl dsfjkhfdsjkh fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl
				dsfjkhfdsjkh
				fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.object_redefinitions.redefine_object_multiline_comment_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#	define  VAL1 1.0
#define 	VAL2 2.0

#define RES2 /* fdsjklfdsjkl
				dsfjkhfdsjkh
				fdsjklhfdsjkh */ (RES1 * VAL2)
#define RES1	(VAL2 / VAL1)
#define RES2	/* ewrlkjhsadf */ (RES1 * VAL2)
#define VALUE	(RES2 + RES1)

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.invalid_redefinitions.invalid_identifier_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_Position = vec4(__VALUE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_redefinitions.invalid_identifier_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define __VALUE__	1

void main()
{
	gl_FragColor = vec4(__VALUE__);
}

Compile status: false
Processing preprocessor.invalid_redefinitions.invalid_identifier_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_Position = vec4(GL_VALUE);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_redefinitions.invalid_identifier_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define GL_VALUE	1.0

void main()
{
	gl_FragColor = vec4(GL_VALUE);
}

Compile status: false
Processing preprocessor.comments.multiline_comment_define_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define VALUE /* current
			value */ 4.2

void main()
{
	out0 = VALUE;
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.comments.multiline_comment_define_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define VALUE /* current
			value */ 4.2

void main()
{
	out0 = VALUE;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.comments.nested_comment_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = 0.0;
	/* /* */
	out0 = 1.0;
	// */
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.comments.nested_comment_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = 0.0;
	/* /* */
	out0 = 1.0;
	// */
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.comments.comment_trick_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	/*/
	out0 = 0.0;
	/*/
	out0 = 1.0;
	/**/
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.comments.comment_trick_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	/*/
	out0 = 0.0;
	/*/
	out0 = 1.0;
	/**/
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.comments.comment_trick_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	/**/
	out0 = 1.0;
	/*/
	out0 = 0.0;
	/**/
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.comments.comment_trick_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	/**/
	out0 = 1.0;
	/*/
	out0 = 0.0;
	/**/
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.comments.invalid_comment_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_Position = 1.0;
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.comments.invalid_comment_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/* /* */ */
	gl_FragColor = 1.0;
}

Compile status: false
Processing preprocessor.comments.unterminated_comment_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.comments.unterminated_comment_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	/*
}

Compile status: false
Processing preprocessor.comments.unterminated_comment_2_vertex
gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.comments.unterminated_comment_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
/*
precision mediump float;
void main()
{
}

Compile status: false
Processing preprocessor.function_definitions.same_object_and_function_param_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define VALUE 1.0
#define FUNCTION(VALUE, B)	(VALUE-B)

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_definitions.same_object_and_function_param_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define VALUE 1.0
#define FUNCTION(VALUE, B)	(VALUE-B)

void main()
{
	out0 = FUNCTION(3.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.function_definitions.complex_func_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define AAA(a,b)	a*(BBB(a,b))
#define BBB(a,b)	a-b

void main()
{
	out0 = BBB(AAA(8.0/4.0, 2.0)*BBB(2.0*2.0,0.75*2.0), AAA(40.0,10.0*BBB(5.0,3.0)));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_definitions.complex_func_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define AAA(a,b)	a*(BBB(a,b))
#define BBB(a,b)	a-b

void main()
{
	out0 = BBB(AAA(8.0/4.0, 2.0)*BBB(2.0*2.0,0.75*2.0), AAA(40.0,10.0*BBB(5.0,3.0)));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.function_definitions.function_definition_with_comments_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

/* sdfljk */  	#/* sdfljk */define /* sdfljk */ FUNC( /* jklsfd*/a /*sfdjklh*/, /*sdfklj */b /*sdfklj*/)		a+b

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_definitions.function_definition_with_comments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

/* sdfljk */  	#/* sdfljk */define /* sdfljk */ FUNC( /* jklsfd*/a /*sfdjklh*/, /*sdfklj */b /*sdfklj*/)		a+b

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.recursion.recursion_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_Position = vec4(AAA);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.recursion.recursion_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}

Compile status: false
Processing preprocessor.recursion.recursion_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_Position = vec4(AAA);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.recursion.recursion_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA	BBB
#define BBB 	AAA

void main()
{
	gl_FragColor = vec4(AAA);
}

Compile status: false
Processing preprocessor.recursion.recursion_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA	(1.0+BBB)
#define BBB 	(2.0+AAA)

void main()
{
	gl_Position = vec4(AAA);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.recursion.recursion_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA	(1.0+BBB)
#define BBB 	(2.0+AAA)

void main()
{
	gl_FragColor = vec4(AAA);
}

Compile status: false
Processing preprocessor.recursion.recursion_4_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_Position = vec4(AAA(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.recursion.recursion_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA(a)	AAA(a)

void main()
{
	gl_FragColor = vec4(AAA(1.0));
}

Compile status: false
Processing preprocessor.recursion.recursion_5_vertex
gluShaderProgram.Shader:
precision mediump float;
# define AAA(a, b)	AAA(b, a)

void main()
{
	gl_Position = vec4(AAA(1.0, 2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.recursion.recursion_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define AAA(a, b)	AAA(b, a)

void main()
{
	gl_FragColor = vec4(AAA(1.0, 2.0));
}

Compile status: false
Processing preprocessor.function_redefinitions.function_redefinition_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC( a, b)		a+b

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.function_redefinition_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC( a, b)		a+b

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.function_redefinitions.function_redefinition_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC( a, b )(a			+b)

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.function_redefinition_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC( a, b )(a			+b)

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.function_redefinitions.function_redefinition_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC(a,b)(a	/* comment
						 */ +b)

attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.function_redefinition_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		(a  +b)
# define FUNC(a,b)(a	/* comment
						 */ +b)

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = FUNC(1.0, 2.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(A,b)		A+b

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(A,b)		A+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0));
}

Compile status: false
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b,c)	a+b+c

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0, 3.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b,c)	a+b+c

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0, 3.0));
}

Compile status: false
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b)		b+a

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.function_redefinitions.invalid_function_redefinition_param_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b
# define FUNC(a,b)		b+a

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC);
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC());
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC());
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC((();
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC((();
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_4_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_5_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_6_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_6_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0);
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_7_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_7_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.arguments_8_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0, 2.0, 3.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.arguments_8_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0, 2.0, 3.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.unique_param_name_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,a)		a+a

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.unique_param_name_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a,a)		a+a

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.argument_list_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.argument_list_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.argument_list_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a + b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.argument_list_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(a + b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.argument_list_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(,a,b)		a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.argument_list_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(,a,b)		a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A  a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A  a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A,B,C  a+b

void main()
{
	gl_Position = vec4(FUNC(1.0,2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(A,B,C  a+b

void main()
{
	gl_FragColor = vec4(FUNC(1.0,2.0));
}

Compile status: false
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_vertex
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_function_definitions.no_closing_parenthesis_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
# define FUNC(

Compile status: false
Processing preprocessor.semantic.ops_as_arguments_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define FOO(a, b)		(1 a 9) b 2

void main()
{
	out0 = float(FOO(+, *));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.semantic.ops_as_arguments_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define FOO(a, b)		(1 a 9) b 2

void main()
{
	out0 = float(FOO(+, *));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.semantic.correct_order_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define FUNC(A) A
#define A 2.0

void main()
{
	out0 = FUNC(A - 1.0);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.semantic.correct_order_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define FUNC(A) A
#define A 2.0

void main()
{
	out0 = FUNC(A - 1.0);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.version_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define AAA __VERSION__
	out0 = float(AAA);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.predefined_macros.version_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define AAA __VERSION__
	out0 = float(AAA);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.gl_es_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;


void main()
{
	out0 = float(GL_ES);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.predefined_macros.gl_es_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;


void main()
{
	out0 = float(GL_ES);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.gl_es_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define AAA(A) A

void main()
{
	out0 = float(AAA(GL_ES));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.predefined_macros.gl_es_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define AAA(A) A

void main()
{
	out0 = float(AAA(GL_ES));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.line_1_vertex
gluShaderProgram.Shader:
const mediump int line = __LINE__;
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = float(line);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.predefined_macros.line_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
const mediump int line = __LINE__;
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = float(line);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.line_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position; varying vec4 out0; 
#define BBB		__LINE__, /*
	*/ __LINE__
#define AAA(a,b) BBB, a, b

void main()
{
	out0 = vec4(AAA(__LINE__,
			__LINE__
			));
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
preprocessor.predefined_macros.line_2_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.predefined_macros.line_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); } uniform vec4 ref_out0; vec4 out0; 
#define BBB		__LINE__, /*
	*/ __LINE__
#define AAA(a,b) BBB, a, b

void main()
{
	out0 = vec4(AAA(__LINE__,
			__LINE__
			));
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
preprocessor.predefined_macros.line_2_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.predefined_macros.file_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	out0 = float(__FILE__);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.predefined_macros.file_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	out0 = float(__FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.predefined_macros.if_gl_es_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
S
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.predefined_macros.if_gl_es_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.predefined_macros.if_gl_es_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
S
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.predefined_macros.if_gl_es_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.predefined_macros.if_version_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
RSION__ == 100
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.predefined_macros.if_version_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.predefined_macros.if_version_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
RSION__ == 100
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.predefined_macros.if_version_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.basic_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA asdf

ned AAA && !defined(BBB)
	out0 = 1.0;

	out0 = 0.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.basic_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.basic_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA asdf

ned AAA && !defined(BBB)
	out0 = 1.0;

	out0 = 0.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.basic_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.basic_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA defined(BBB)


	out0 = 1.0;

	out0 = 0.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.basic_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.basic_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA defined(BBB)


	out0 = 1.0;

	out0 = 0.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.basic_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.basic_3_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	out0 = -3.0;

	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
preprocessor.conditional_inclusion.basic_3_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.conditional_inclusion.basic_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	out0 = -3.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
preprocessor.conditional_inclusion.basic_3_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.conditional_inclusion.basic_4_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.conditional_inclusion.basic_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = -1.0;

	out0 = -2.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.conditional_inclusion.basic_5_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = 1.0;

	out0 = -2.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
preprocessor.conditional_inclusion.basic_5_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.conditional_inclusion.basic_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = 1.0;

	out0 = -2.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
preprocessor.conditional_inclusion.basic_5_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.conditional_inclusion.unary_ops_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
2 >> 1) & 1)
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.unary_ops_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.unary_ops_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
2 >> 1) & 1)
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.unary_ops_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.unary_ops_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
(- - - - - 1 + + + + + +1) >> 1) & 1)
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.unary_ops_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditional_inclusion.unary_ops_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
(- - - - - 1 + + + + + +1) >> 1) & 1)
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditional_inclusion.unary_ops_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.invalid_ops.invalid_op_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ ++1 - - - -1) >> 1) & 1)
	gl_Position = vec4(-1.0);

	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_op_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ ++1 - - - -1) >> 1) & 1)
	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_op_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ + +1 - -- -1) >> 1) & 1)
	gl_Position = vec4(-1.0);

	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_op_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
(+ + +1 - -- -1) >> 1) & 1)
	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned()
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned)
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned((AAA))
	gl_Position = vec4(FUNC(1.0,2.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_identifier_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned((AAA))
	gl_FragColor = vec4(FUNC(1.0,2.0);

}

Compile status: false
Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_vertex
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_ops.invalid_defined_expected_rparen_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#define AAA 1

void main()
{
ned(AAA
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_ops.defined_define_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

define 1
AAA 1.0

void main()
{
	out0 = AAA;
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.invalid_ops.defined_define_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.invalid_ops.defined_define_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

define 1
AAA 1.0

void main()
{
	out0 = AAA;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.invalid_ops.defined_define_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
 AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.undefined_identifiers.valid_undefined_identifier_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
 AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.undefined_identifiers.valid_undefined_identifier_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
 AAA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.undefined_identifiers.valid_undefined_identifier_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
 AAA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.undefined_identifiers.valid_undefined_identifier_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
CCC + (-AAA || BBB)
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
CCC + (-AAA || BBB)
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_2_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_2_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_3_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_3_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_3_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_4_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_4_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.undefined_identifiers.undefined_identifier_4_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.undefined_identifiers.undefined_identifier_5_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_6_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_6_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_7_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_7_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_8_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
A 2

 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_8_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
A 2

 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_9_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_9_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_10_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_10_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_11_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
B 2

 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_11_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
A 0
B 2

 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.undefined_identifiers.undefined_identifier_12_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.undefined_identifiers.undefined_identifier_12_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
B 1
 B
	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.invalid_conditionals.empty_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_if_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_if_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_ifndef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_ifndef_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_ifndef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.empty_ifndef_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.empty_if_defined_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.empty_if_defined_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
ned
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.unterminated_if_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_if_1_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_if_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_if_1_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_if_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_if_2_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_if_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_if_2_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.unterminated_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.unterminated_ifndef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.unterminated_ifndef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
GL_ES
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.unterminated_else_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_else_1_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_else_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_else_1_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_else_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_else_2_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_else_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_else_2_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_1_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_1_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_2_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_2_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_3_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_Position = vec4(2.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_3_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.unterminated_elif_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


	gl_FragColor = vec4(2.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.unterminated_elif_3_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.elif_after_else_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

	gl_Position = vec4(-1.0);

	gl_Position = vec4(0.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.elif_after_else_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.elif_after_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

	gl_FragColor = vec4(-1.0);

	gl_FragColor = vec4(0.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.elif_after_else_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.else_without_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.else_without_if_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.else_without_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.else_without_if_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.elif_without_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.elif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.elif_without_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.elif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.endif_without_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.endif_without_if_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.endif_without_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_conditionals.endif_without_if_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_conditionals.else_after_else_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
ES
gl_Position = vec4(1.0);

gl_Position = vec4(-1.0);

gl_Position = vec4(-1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.else_after_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
ES
gl_FragColor = vec4(1.0);

gl_FragColor = vec4(-1.0);

gl_FragColor = vec4(-1.0);

}

Compile status: false
Processing preprocessor.invalid_conditionals.nested_elif_without_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.nested_elif_without_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}

Compile status: false
Processing preprocessor.invalid_conditionals.if_float_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
gl_Position = vec4(1.0);
f
gl_Position = vec4(0.0);
if

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.if_float_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
gl_FragColor = vec4(1.0);
f
gl_FragColor = vec4(0.0);
if

}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_if_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_elif_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_elif_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_else_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

obar 1.231

	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_endif_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_endif_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{


oobar
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
OOBAR foobar


	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_conditionals.tokens_after_ifndef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_conditionals.tokens_after_ifndef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
FOOBAR ,, +- << barbar


	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.conditionals.unterminated_nested_blocks_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.conditionals.unterminated_nested_blocks_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

1
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.conditionals.ifdef_1_vertex
gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
#ifdef AAA
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.conditionals.ifdef_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
#ifdef AAA
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.conditionals.ifdef_2_vertex
gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
#if defined  ( AAA)
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.conditionals.ifdef_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define AAA
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
#if defined  ( AAA)
			out0 = 1.0;
#else
			out0 = -1.0;
#endif
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.conditionals.ifdef_3_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifdef_3_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.ifdef_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifdef_3_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.invalid_ifdef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.conditionals.invalid_ifdef_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.conditionals.invalid_ifdef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);

}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.conditionals.invalid_ifdef_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.conditionals.ifndef_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifndef_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.ifndef_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifndef_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.ifndef_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

AAA
void main()
{
AAA
	out0 = -1.0;

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifndef_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.ifndef_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

AAA
void main()
{
AAA
	out0 = -1.0;

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.ifndef_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.invalid_ifndef_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_Position = vec4(1.0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.conditionals.invalid_ifndef_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
1
	gl_FragColor = vec4(1.0);

}

Compile status: false
Processing preprocessor.conditionals.mixed_conditional_inclusion_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.mixed_conditional_inclusion_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.mixed_conditional_inclusion_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
AAA
	out0 = 1.0;

	out0 = -1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.mixed_conditional_inclusion_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
S
__VERSION__ != 100
	out0 = -1.0;
e
	out0 = 1.0;
if

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
S
__VERSION__ != 100
	out0 = -1.0;
e
	out0 = 1.0;
if

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

0
	out0 = -1.0;
e
if 0
	out0 = -1.0;
elif 1
	out0 = 1.0;
else
	out0 = -1.0;
endif
if

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

0
	out0 = -1.0;
e
if 0
	out0 = -1.0;
elif 1
	out0 = 1.0;
else
	out0 = -1.0;
endif
if

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_3_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

1
	out0 = -1.0;
if

	out0 = 1.0;

	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_3_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.conditionals.nested_if_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

1
	out0 = -1.0;
if

	out0 = 1.0;

	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.conditionals.nested_if_3_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.directive.version_vertex
gluShaderProgram.Shader:
/* asdf */
#version 100
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.directive.version_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
/* asdf */
#version 100
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.directive.version_is_less_vertex
gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_is_less_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 99
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.version_is_more_vertex
gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_is_more_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 101
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.version_missing_vertex
gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_missing_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.version_not_first_statement_1_vertex
gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_not_first_statement_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
#version 100
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.directive.version_not_first_statement_2_vertex
gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_not_first_statement_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define FOO BAR
#version 100
precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.directive.version_invalid_token_1_vertex
gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_invalid_token_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100.0
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.version_invalid_token_2_vertex
gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.version_invalid_token_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.invalid_version_vertex
gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.invalid_version_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version AAA
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.additional_tokens_vertex
gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.additional_tokens_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100 foobar
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.error_with_no_tokens_vertex
gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.error_with_no_tokens_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#error
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.directive.error_vertex
gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.directive.error_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define AAA asdf
#error 1 * AAA /* comment */
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.builtin.line_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{

	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
preprocessor.builtin.line_vertex: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.builtin.line_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{

	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
preprocessor.builtin.line_fragment: INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
FAIL INCORRECT RESULT for (value block 1 of 1, sub-case 1 of 1):
[object Object]
Processing preprocessor.builtin.line_and_file_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
4 10
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_and_file_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_and_file_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
4 10
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_and_file_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_expression_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
#line +20
	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_expression_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_expression_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
#line +20
	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_expression_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_and_file_expression_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
#line (233 +10) (+10)
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_and_file_expression_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_and_file_expression_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
#line (233 +10) (+10)
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_and_file_expression_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_defined_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
A 4

	out0 = float(__LINE__);
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_defined_1_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_defined_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
A 4

	out0 = float(__LINE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_defined_1_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_defined_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying vec4 out0;

void main()
{
A 10
4 A
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	gl_Position = dEQP_Position;

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_defined_2_vertex: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.line_defined_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
uniform vec4 ref_out0;
vec4 out0;

void main()
{
A 10
4 A
	out0 = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
preprocessor.builtin.line_defined_2_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing preprocessor.builtin.empty_line_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.builtin.empty_line_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.builtin.empty_line_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.builtin.empty_line_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.builtin.invalid_line_file_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.builtin.invalid_line_file_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
 1.234
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
Processing preprocessor.builtin.invalid_line_file_3_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.builtin.invalid_line_file_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
3 10 2
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
Processing preprocessor.builtin.invalid_line_file_4_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_Position = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.builtin.invalid_line_file_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
obar
	gl_FragColor = vec4(__LINE__, __LINE__, __FILE__, __FILE__);
}

Compile status: false
Processing preprocessor.pragmas.pragma_vertex
gluShaderProgram.Shader:
#pragma
#pragma STDGL invariant(all)
#pragma debug(off)
#pragma optimize(off)

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
ERROR: expected shaders to compile and link properly, but failed to link.
preprocessor.pragmas.pragma_vertex: expected shaders to compile and link properly, but failed to link.
FAIL expected shaders to compile and link properly, but failed to link.
[object Object]
Processing preprocessor.pragmas.pragma_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#pragma
#pragma STDGL invariant(all)
#pragma debug(off)
#pragma optimize(off)

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.pragmas.pragma_macro_exp_vertex
gluShaderProgram.Shader:
#define off	INVALID
/* pragma line not macro expanded */
#pragma debug(off)

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.pragmas.pragma_macro_exp_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define off	INVALID
/* pragma line not macro expanded */
#pragma debug(off)

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.pragmas.invalid_pragma_invalid_debug_vertex
gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.pragmas.invalid_pragma_invalid_debug_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#pragma debug(1.23)

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.pragmas.invalid_pragma_invalid_token_vertex
gluShaderProgram.Shader:
#pragma \xa4\xa4\xbd

precision mediump float;
void main()
{
	gl_Position = vec4(1.0);
}

preprocessor.pragmas.invalid_pragma_invalid_token_vertex: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.pragmas.invalid_pragma_invalid_token_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#pragma \xa4\xa4\xbd

precision mediump float;
void main()
{
	gl_FragColor = vec4(1.0);
}

preprocessor.pragmas.invalid_pragma_invalid_token_fragment: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.extensions.basic_vertex
gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.extensions.basic_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.extensions.macro_exp_vertex
gluShaderProgram.Shader:
#define warn enable

#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = 1.0;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.extensions.macro_exp_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#define warn enable

#extension all : warn

		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = 1.0;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.extensions.missing_extension_name_vertex
gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.missing_extension_name_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.invalid_extension_name_vertex
gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.invalid_extension_name_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension 2 : all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.missing_colon_vertex
gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.missing_colon_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.expected_colon_vertex
gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.expected_colon_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all ;
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.missing_behavior_vertex
gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.missing_behavior_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all :
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.invalid_behavior_1_vertex
gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.invalid_behavior_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : WARN
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.invalid_behavior_2_vertex
gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.invalid_behavior_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : require
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.invalid_char_in_name_vertex
gluShaderProgram.Shader:
#extension all\xa4 : warn
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
preprocessor.extensions.invalid_char_in_name_vertex: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.extensions.invalid_char_in_name_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all\xa4 : warn
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
preprocessor.extensions.invalid_char_in_name_fragment: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.extensions.invalid_char_in_behavior_vertex
gluShaderProgram.Shader:
#extension all : war\xa4n
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
preprocessor.extensions.invalid_char_in_behavior_vertex: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.extensions.invalid_char_in_behavior_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : war\xa4n
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
preprocessor.extensions.invalid_char_in_behavior_fragment: glshaderSource()
FAIL glshaderSource()
[object Object]
Processing preprocessor.extensions.unterminated_comment_vertex
gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_Position = vec4(1.0);
		}
	
Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.extensions.unterminated_comment_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : warn /*asd
		precision mediump float;
		void main()
		{
			gl_FragColor = vec4(1.0);
		}
	
Compile status: false
Processing preprocessor.extensions.after_non_preprocessing_tokens_vertex
gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		attribute highp vec4 dEQP_Position;

		void main()
		{
#extension all : disable
			gl_Position = vec4(1.0);
		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.extensions.after_non_preprocessing_tokens_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.extensions.after_non_preprocessing_tokens_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#extension all : warn

		precision mediump float;
		
		void main()
		{
#extension all : disable
			gl_FragColor = vec4(1.0);
		}
	
Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.extensions.after_non_preprocessing_tokens_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.expressions.shift_left_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL << 2) == 16
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.shift_left_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL << 2) == 16
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.shift_right_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL >> 1) == 2
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.shift_right_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL >> 1) == 2
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.cmp_less_than_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL < 6) && (-VAL < -4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.cmp_less_than_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 5
	out0 = 0.0;
	#if (VAL < 6) && (-VAL < -4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.less_or_equal_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL <= 6) && (-VAL <= -6)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.less_or_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL <= 6) && (-VAL <= -6)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.or_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL | 5) == 7
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.or_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL | 5) == 7
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.and_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL & 5) == 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.and_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL & 5) == 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.xor_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL ^ 5) == 3
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.xor_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 6
	out0 = 0.0;
	#if (VAL ^ 5) == 3
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.mod_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 12
	out0 = 0.0;
	#if (VAL % 5) == 2
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.mod_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 12
	out0 = 0.0;
	#if (VAL % 5) == 2
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_value_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL ((  (4   ) )  )
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_value_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL ((  (4   ) )  )
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_tricky_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL ((  (4   ) )
	out0 = 0.0;
	#if VAL) >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_tricky_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL ((  (4   ) )
	out0 = 0.0;
	#if VAL) >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_if_no_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_if_no_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if VAL >= 4
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_multi_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL (4)
	out0 = 0.0;
	#if (((VAL)) >= (4))
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_multi_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL (4)
	out0 = 0.0;
	#if (((VAL)) >= (4))
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_single_if_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_single_if_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	out0 = 0.0;
	#if (VAL >= 4)
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_ifelse_true_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	#if (VAL >= 4)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_ifelse_true_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	#if (VAL >= 4)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.parenthesis_ifelse_false_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#define VAL 4
	#if (VAL > 4)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.parenthesis_ifelse_false_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#define VAL 4
	#if (VAL > 4)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.eval_basic_0_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if -4 + 5 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.eval_basic_0_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if -4 + 5 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.eval_basic_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if (2 * 2) - 3 >= 0
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.eval_basic_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if (2 * 2) - 3 >= 0
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.eval_simple_precedence_0_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if 2 * 3 - 3 == 3
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.eval_simple_precedence_0_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if 2 * 3 - 3 == 3
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.eval_simple_precedence_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

void main()
{
	#if 2 - 2 / 2 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.eval_simple_precedence_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

void main()
{
	#if 2 - 2 / 2 == 1
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_1_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
void main()
{
	#if defined(X)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
void main()
{
	#if defined(X)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_2_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) == Y
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) == Y
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_3_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) && defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
void main()
{
	#if defined(X) && defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_4_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) && defined(Y)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_4_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) && defined(Y)
		out0 = 0.0;
	#else
		out0 = 1.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_5_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) || defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_5_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef X
void main()
{
	#if defined(X) || defined(Y)
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.expressions.defined_6_vertex
gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;
varying float out0;

#define X 0
#define Y 1
#undef Y
void main()
{
	#if defined(X) && (defined(Y) || (X == 0))
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	gl_Position = dEQP_Position;

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.expressions.defined_6_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

#define X 0
#define Y 1
#undef Y
void main()
{
	#if defined(X) && (defined(Y) || (X == 0))
		out0 = 1.0;
	#else
		out0 = 0.0;
	#endif
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
Processing preprocessor.invalid_expressions.invalid_unary_expr_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_unary_expr_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_unary_expr_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_unary_expr_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_binary_expr_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_binary_expr_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_binary_expr_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_binary_expr_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.missing_expr_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.missing_expr_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.missing_expr_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.missing_expr_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_expr_1_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_expr_1_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_expr_1_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.invalid_expr_1_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.invalid_expr_2_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_expressions.invalid_expr_2_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
* 4
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_expressions.invalid_expr_3_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_expressions.invalid_expr_3_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
4)
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.invalid_expressions.unopened_parenthesis_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_Position = vec4(1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.unopened_parenthesis_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.unopened_parenthesis_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{

	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
preprocessor.invalid_expressions.unopened_parenthesis_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing preprocessor.invalid_expressions.unclosed_parenthesis_vertex
gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_Position = vec4(1.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing preprocessor.invalid_expressions.unclosed_parenthesis_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
precision mediump float;
void main()
{
+ 7)
	gl_FragColor = vec4(1.0);
}

Compile status: false
Processing preprocessor.operator_precedence.modulo_vs_not_vertex
gluShaderProgram.Shader:
#if ( 8 % ! 0 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_not_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 % ! 0 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.div_vs_not_vertex
gluShaderProgram.Shader:
#if ( 8 / ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.div_vs_not_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 / ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.mul_vs_not_vertex
gluShaderProgram.Shader:
#if ( 8 * ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.mul_vs_not_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 * ! 0 ) == 8
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_bit_invert_vertex
gluShaderProgram.Shader:
#if ( 8 % ~ 4 ) == 3
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_bit_invert_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 % ~ 4 ) == 3
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_minus_vertex
gluShaderProgram.Shader:
#if ( 8 % - 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_minus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 % - 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_plus_vertex
gluShaderProgram.Shader:
#if ( 8 % + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.modulo_vs_plus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 % + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.div_vs_bit_invert_vertex
gluShaderProgram.Shader:
#if ( 8 / ~ 2 ) == -2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.div_vs_bit_invert_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 / ~ 2 ) == -2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.div_vs_minus_vertex
gluShaderProgram.Shader:
#if ( 8 / - 2 ) == -4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.div_vs_minus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 / - 2 ) == -4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.div_vs_plus_vertex
gluShaderProgram.Shader:
#if ( 8 / + 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.div_vs_plus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 / + 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.mul_vs_bit_invert_vertex
gluShaderProgram.Shader:
#if ( 8 * ~ 2 ) == -24
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.mul_vs_bit_invert_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 * ~ 2 ) == -24
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.mul_vs_minus_vertex
gluShaderProgram.Shader:
#if ( 8 * - 2 ) == -16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.mul_vs_minus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 * - 2 ) == -16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.mul_vs_plus_vertex
gluShaderProgram.Shader:
#if ( 8 * + 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.mul_vs_plus_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 * + 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.sub_vs_modulo_vertex
gluShaderProgram.Shader:
#if ( 8 - 3 % 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.sub_vs_modulo_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 - 3 % 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.sub_vs_div_vertex
gluShaderProgram.Shader:
#if ( 8 - 3 / 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.sub_vs_div_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 - 3 / 2 ) == 7
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.sub_vs_mul_vertex
gluShaderProgram.Shader:
#if ( 8 - 3 * 2 ) == 2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.sub_vs_mul_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 - 3 * 2 ) == 2
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.add_vs_modulo_vertex
gluShaderProgram.Shader:
#if ( 8 + 3 % 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.add_vs_modulo_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 + 3 % 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.add_vs_div_vertex
gluShaderProgram.Shader:
#if ( 8 + 3 / 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.add_vs_div_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 + 3 / 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.add_vs_mul_vertex
gluShaderProgram.Shader:
#if ( 8 + 3 * 2 ) == 14
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.add_vs_mul_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 + 3 * 2 ) == 14
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.rshift_vs_sub_vertex
gluShaderProgram.Shader:
#if ( 8 >> 3 - 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.rshift_vs_sub_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 >> 3 - 2 ) == 4
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.rshift_vs_add_vertex
gluShaderProgram.Shader:
#if ( 8 >> 3 + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.rshift_vs_add_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 >> 3 + 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.lshift_vs_sub_vertex
gluShaderProgram.Shader:
#if ( 8 << 3 - 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.lshift_vs_sub_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 << 3 - 2 ) == 16
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.lshift_vs_add_vertex
gluShaderProgram.Shader:
#if ( 8 << 3 + 2 ) == 256
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.lshift_vs_add_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 << 3 + 2 ) == 256
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_vertex
gluShaderProgram.Shader:
#if ( 8 >= 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.greater_or_equal_vs_rshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 >= 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_vertex
gluShaderProgram.Shader:
#if ( 8 >= 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.greater_or_equal_vs_lshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 >= 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_vertex
gluShaderProgram.Shader:
#if ( 8 <= 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.less_or_equal_vs_rshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 <= 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_vertex
gluShaderProgram.Shader:
#if ( 8 <= 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.less_or_equal_vs_lshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 <= 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.greater_vs_rshift_vertex
gluShaderProgram.Shader:
#if ( 8 > 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.greater_vs_rshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 > 3 >> 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.greater_vs_lshift_vertex
gluShaderProgram.Shader:
#if ( 8 > 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.greater_vs_lshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 > 3 << 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.less_vs_rshift_vertex
gluShaderProgram.Shader:
#if ( 8 < 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.less_vs_rshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 < 3 >> 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.less_vs_lshift_vertex
gluShaderProgram.Shader:
#if ( 8 < 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.less_vs_lshift_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 < 3 << 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_vertex
gluShaderProgram.Shader:
#if ( 8 != 3 >= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_greater_or_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 != 3 >= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_vertex
gluShaderProgram.Shader:
#if ( 8 != 3 <= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_less_or_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 != 3 <= 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_greater_vertex
gluShaderProgram.Shader:
#if ( 8 != 3 > 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_greater_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 != 3 > 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_less_vertex
gluShaderProgram.Shader:
#if ( 8 != 3 < 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.not_equal_vs_less_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 != 3 < 2 ) == 1
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_vertex
gluShaderProgram.Shader:
#if ( 8 == 3 >= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.equal_vs_greater_or_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 == 3 >= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.equal_vs_less_or_equal_vertex
gluShaderProgram.Shader:
#if ( 8 == 3 <= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.equal_vs_less_or_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 == 3 <= 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.equal_vs_greater_vertex
gluShaderProgram.Shader:
#if ( 8 == 3 > 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.equal_vs_greater_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 == 3 > 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.equal_vs_less_vertex
gluShaderProgram.Shader:
#if ( 8 == 3 < 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.equal_vs_less_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 == 3 < 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_vertex
gluShaderProgram.Shader:
#if ( 8 & 3 != 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.bitwise_and_vs_not_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 & 3 != 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.bitwise_and_vs_equal_vertex
gluShaderProgram.Shader:
#if ( 8 & 3 == 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.bitwise_and_vs_equal_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 & 3 == 2 ) == 0
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.xor_vs_bitwise_and_vertex
gluShaderProgram.Shader:
#if ( 8 ^ 3 & 2 ) == 10
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.xor_vs_bitwise_and_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 ^ 3 & 2 ) == 10
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.bitwise_or_vs_xor_vertex
gluShaderProgram.Shader:
#if ( 8 | 3 ^ 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.bitwise_or_vs_xor_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 8 | 3 ^ 2 ) == 9
#define VAL 1.0
#else
#define VAL 0.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_vertex
gluShaderProgram.Shader:
#if ( 0 && 3 | 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.logical_and_vs_bitwise_or_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 0 && 3 | 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_vertex
gluShaderProgram.Shader:
#if ( 0 && 4 & 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.logical_and_vs_bitwise_and_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 0 && 4 & 2 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true
Processing preprocessor.operator_precedence.logical_or_vs_logical_and_vertex
gluShaderProgram.Shader:
#if ( 0 || 4 && 0 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		attribute highp vec4 dEQP_Position;
varying float out0;

		void main()
		{
			out0 = VAL;
			gl_Position = dEQP_Position;

		}
	
Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
Processing preprocessor.operator_precedence.logical_or_vs_logical_and_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#if ( 0 || 4 && 0 )
#define VAL 0.0
#else
#define VAL 1.0
#endif
		precision mediump float;
		bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
uniform float ref_out0;
float out0;

		void main()
		{
			out0 = VAL;
			bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

		}
	
Compile status: true

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x3725f50>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_preprocessor (9114 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_qualification_order
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

invariant varying lowp float x0;

 uniform mediump float x1;

 attribute mediump float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

invariant varying lowp float x0;

 uniform mediump float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying lowp float x0;

uniform mediump float x1;

attribute mediump float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying lowp float x0;

uniform mediump float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

invariant varying float x0;

 uniform float x1;

 attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

invariant varying float x0;

 uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

invariant lowp varying float x0;

 mediump uniform float x1;

 mediump attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

invariant lowp varying float x0;

 mediump uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying invariant lowp float x0;

uniform mediump float x1;

attribute mediump float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying invariant lowp float x0;

uniform mediump float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying lowp invariant float x0;

uniform mediump float x1;

attribute mediump float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying lowp invariant float x0;

uniform mediump float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

lowp invariant varying float x0;

mediump uniform float x1;

mediump attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

lowp invariant varying float x0;

mediump uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

lowp varying invariant float x0;

mediump uniform float x1;

mediump attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

lowp varying invariant float x0;

mediump uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

lowp varying float x0;

mediump uniform float x1;

mediump attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

lowp varying float x0;

mediump uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;

varying invariant float x0;

uniform float x1;

attribute float x2;

void main()
{
	x0 = 1.0;
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

varying invariant float x0;

uniform float x1;

void main()
{
	float result = x0 + x1;
	gl_FragColor = vec4(result, result, result, 1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (const in lowp float x)
{
	return x + 1.0;
}

void foo1 ( out mediump float x)
{
	x = 1.0;
}

float foo2 ( inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (const in lowp float x)
{
	return x + 1.0;
}

void foo1 ( out mediump float x)
{
	x = 1.0;
}

float foo2 ( inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (const in float x)
{
	return x + 1.0;
}

void foo1 ( out float x)
{
	x = 1.0;
}

float foo2 ( inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (const in float x)
{
	return x + 1.0;
}

void foo1 ( out float x)
{
	x = 1.0;
}

float foo2 ( inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (const lowp float x)
{
	return x + 1.0;
}

void foo1 ( mediump float x)
{
	x = 1.0;
}

float foo2 ( mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (const lowp float x)
{
	return x + 1.0;
}

void foo1 ( mediump float x)
{
	x = 1.0;
}

float foo2 ( mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (in lowp float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (in lowp float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (const lowp in float x)
{
	return x + 1.0;
}

void foo1 ( mediump out float x)
{
	x = 1.0;
}

float foo2 ( mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (const lowp in float x)
{
	return x + 1.0;
}

void foo1 ( mediump out float x)
{
	x = 1.0;
}

float foo2 ( mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (in const lowp float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (in const lowp float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (in lowp const float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (in lowp const float x)
{
	return x + 1.0;
}

void foo1 (out mediump float x)
{
	x = 1.0;
}

float foo2 (inout mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (lowp const in float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (lowp const in float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (lowp in const float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (lowp in const float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (in const float x)
{
	return x + 1.0;
}

void foo1 (out float x)
{
	x = 1.0;
}

float foo2 (inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (in const float x)
{
	return x + 1.0;
}

void foo1 (out float x)
{
	x = 1.0;
}

float foo2 (inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (lowp const float x)
{
	return x + 1.0;
}

void foo1 (mediump float x)
{
	x = 1.0;
}

float foo2 (mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (lowp const float x)
{
	return x + 1.0;
}

void foo1 (mediump float x)
{
	x = 1.0;
}

float foo2 (mediump float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
attribute highp vec4 dEQP_Position;


float foo0 (lowp in float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;


float foo0 (lowp in float x)
{
	return x + 1.0;
}

void foo1 (mediump out float x)
{
	x = 1.0;
}

float foo2 (mediump inout float x)
{
	return x + 1.0;
}

void main()
{
	
	float result;
	foo1(result);
	float x0 = foo0(1.0);
	foo2(result);
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230537:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_qualification_order (861 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_reserved_operators
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value % 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value % 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value = ~value;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value = ~value;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value << 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value << 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value >> 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value >> 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value & 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value & 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value ^ 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value ^ 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value | 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value | 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value %= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value %= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value <<= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value <<= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value >>= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value >>= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value &= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value &= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value ^= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value ^= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;

attribute highp vec4 dEQP_Position;


void main()
{
	
	int value = 100;
	value |= 1;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;
precision mediump int;



void main()
{
	
	int value = 100;
	value |= 1;
	gl_FragColor = vec4(1.0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_reserved_operators (905 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_scoping
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(a_in0);

	int a = in0;

	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230538:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;

	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	{
		int a = -1;
	}
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	{
		int a = -1;
	}
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(a_in0);

	{
		int a = in0;

		out0 = a;
	}
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	{
		int a = in0;

		out0 = a;
	}
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	for (int a = 0; a < 10; a++)
	{
	}
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	for (int a = 0; a < 10; a++)
	{
	}
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = 5;

void main()
{
	int in0 = int(a_in0);

	for (int a = 0; a < 10; a++)
	{
	}
	out0 = in0 + a - 5;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = 5;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	for (int a = 0; a < 10; a++)
	{
	}
	out0 = in0 + a - 5;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = 1;

void main()
{
	int in0 = int(a_in0);

	if (true)
		int a = 42;
	out0 = a*in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = 1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	if (true)
		int a = 42;
	out0 = a*in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	{
		int a = a+5, b = a-5;
		out0 = b;
		a = 42;
	}
	out0 = out0 + a - in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	{
		int a = a+5, b = a-5;
		out0 = b;
		a = 42;
	}
	out0 = out0 + a - in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(a_in0);

	int S = S(in0).val;
	out0 = S;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int S = S(in0).val;
	out0 = S;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(a_in0);

	S S = S(in0);
	out0 = S.val;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(v_in0 * 1.0025);

	S S = S(in0);
	out0 = S.val;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int foo (int x) { return x; }

void main()
{
	int in0 = int(a_in0);

	int foo = in0;
	out0 = foo;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int foo (int x) { return x; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int foo = in0;
	out0 = foo;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

int func (int a) { return a; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

int func (int a) { return a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int x; };

int func (int S) { return S; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int x; };

int func (int S) { return S; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int func) { return func; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int func) { return func; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

int func (int inp, int x) { { int x = 5; return inp + x - 5; } }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0, 42);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

int func (int inp, int x) { { int x = 5; return inp + x - 5; } }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0, 42);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

int func (int inp, int x) { int x = 5; return inp + x - 5; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0, 42);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_vertex: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "loading: scoping.test", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "completed load request: scoping.test", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_local_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.block_variable_hides_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_local_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.for_init_statement_variable_hides_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.variable_in_if_hides_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_int_variable_hides_struct_type_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_struct_variable_hides_struct_type_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_struct_type_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.function_parameter_hides_function_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.valid.local_variable_hides_function_parameter_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

int func (int inp, int x) { int x = 5; return inp + x - 5; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0, 42);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "ERROR: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "scoping.valid.local_variable_hides_function_parameter_fragment: expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "FAIL expected shaders to compile and link properly, but failed to compile.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


int a;
float a;

void main()
{
	a = 1.0;
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_global_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


int a;
float a;

void main()
{
	a = 1.0;
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a;
	float a;
	a = 1.0;
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_local_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a;
	float a;
	a = 1.0;
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	for (int i = 0; i < 10; i++)
	{
		int i = 11;
	}
	gl_Position = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	for (int i = 0; i < 10; i++)
	{
		int i = 11;
	}
	gl_FragColor = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	for (int i = 0; int a = (i < 10); i++)
	{
		int a = 0;
	}
	gl_Position = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_condition_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	for (int i = 0; int a = (i < 10); i++)
	{
		int a = 0;
	}
	gl_FragColor = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a;
	for (int i = 0; int i = (i < 10); i++)
	{
		a = sin(i);
	}
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a;
	for (int i = 0; int i = (i < 10); i++)
	{
		a = sin(i);
	}
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a = 0;
	while (int i = (a < 5))
	{
		int i = 11;
		a += i;
	}
	gl_Position = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_while_condition_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a = 0;
	while (int i = (a < 5))
	{
		int i = 11;
		a += i;
	}
	gl_FragColor = vec4(0.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float x);
float func(float x);

float func(float x) { return x + 1.0; }

void main()
{
	gl_Position = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_vertex: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_function_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float x);
float func(float x);

float func(float x) { return x + 1.0; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "ERROR: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "scoping.invalid.redeclare_function_fragment: expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "FAIL expected compilation to fail, but shaders compiled correctly.", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "[object Object]", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float x);

float func(float x) { return x + 1.0; }
float func(float x) { return x + 2.0; }

void main()
{
	gl_Position = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_function_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float x);

float func(float x) { return x + 1.0; }
float func(float x) { return x + 2.0; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float sin(float x);

void main()
{
	gl_Position = vec4(sin(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redeclare_builtin_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x);

void main()
{
	gl_FragColor = vec4(sin(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float sin(float x) { return x + 1.0; }

void main()
{
	gl_Position = vec4(sin(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.redefine_builtin_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x) { return x + 1.0; }

void main()
{
	gl_FragColor = vec4(sin(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void f(int x);
struct f { int x; };

void main()
{
	gl_Position = vec4(1);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_struct_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void f(int x);
struct f { int x; };

void main()
{
	gl_FragColor = vec4(1);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void f(int x);
float f;

void main()
{
	f = 1.0;
	gl_Position = vec4(f);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.conflict_function_variable_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void f(int x);
float f;

void main()
{
	f = 1.0;
	gl_FragColor = vec4(f);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void func()
{
	a = 2.0;
}

float a;

void main()
{
	func();
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_global_variable_before_declaration_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void func()
{
	a = 2.0;
}

float a;

void main()
{
	func();
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a = 1.0;
	a = b;
	float b = 2.0;

	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_local_variable_before_declaration_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a = 1.0;
	a = b;
	float b = 2.0;

	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float x) { return S(x).val; }
struct S { float val; };

void main()
{
	gl_Position = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_struct_type_before_declaration_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float func (float x) { return S(x).val; }
struct S { float val; };

void main()
{
	gl_FragColor = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float x) { return bar(x); }
float bar (float x) { return x; }

void main()
{
	gl_Position = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_function_before_declaration_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float func (float x) { return bar(x); }
float bar (float x) { return x; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	{
		float a = 1.0;
	}
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_block_in_outer_scope_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	{
		float a = 1.0;
	}
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	if (true)
		float a = 1.0;
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_outer_scope_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (true)
		float a = 1.0;
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	if (false)
		float a = 1.0;
	else
		float b = 2.0;
	gl_Position = vec4(b);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_else_in_outer_scope_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (false)
		float a = 1.0;
	else
		float b = 2.0;
	gl_FragColor = vec4(b);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_vertex", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a = 1.0;
	if (true)
	{
		float b = 2.0;
	}
	else
	{
		a = b;
	}
	gl_Position = vec4(a);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_if_in_else_fragment", source:  (11)
[30242:30242:0702/230539:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a = 1.0;
	if (true)
	{
		float b = 2.0;
	}
	else
	{
		a = b;
	}
	gl_FragColor = vec4(a);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_vertex", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float x = 0.0;
	for (int i = 0; i < 10; i++)
	{
		x += sin(i);
	}
	gl_Position = vec4(float(i));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_fragment", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = 0.0;
	for (int i = 0; i < 10; i++)
	{
		x += sin(i);
	}
	gl_FragColor = vec4(float(i));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_vertex", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a = 1;
	while (bool b = (a == 1))
	{
		a++;
	}
	gl_Position = vec4(float(b));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_fragment", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a = 1;
	while (bool b = (a == 1))
	{
		a++;
	}
	gl_FragColor = vec4(float(b));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_vertex", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float a, float b);

float func(float x, float y) { return a+b; }

void main()
{
	gl_Position = vec4(func(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.use_parameter_names_from_function_declaration_fragment", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float a, float b);

float func(float x, float y) { return a+b; }

void main()
{
	gl_FragColor = vec4(func(1.0, 2.0));
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_vertex", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float x = x;
	gl_Position = vec4(x);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Processing scoping.invalid.variable_not_visible_in_own_initializer_fragment", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = x;
	gl_FragColor = vec4(x);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: false", source:  (11)

Expected exception while running WebglConformance.deqp_data_gles2_shaders_scoping

Traceback (most recent call last):
  _RunStoryAndProcessErrorIfNeeded at tools/telemetry/telemetry/internal/story_runner.py:84
    state.RunStory(results)
  RunStory at tools/telemetry/telemetry/page/shared_page_state.py:287
    self._current_page, self._current_tab, results)
  ValidateAndMeasurePage at content/test/gpu/gpu_tests/webgl_conformance.py:81
    raise page_test.Failure(_WebGLTestMessages(tab))
Failure: gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(a_in0);

	int a = in0;

	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;

	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	{
		int a = -1;
	}
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	{
		int a = -1;
	}
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(a_in0);

	{
		int a = in0;

		out0 = a;
	}
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	{
		int a = in0;

		out0 = a;
	}
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	for (int a = 0; a < 10; a++)
	{
	}
	out0 = a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	for (int a = 0; a < 10; a++)
	{
	}
	out0 = a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = 5;

void main()
{
	int in0 = int(a_in0);

	for (int a = 0; a < 10; a++)
	{
	}
	out0 = in0 + a - 5;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = 5;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	for (int a = 0; a < 10; a++)
	{
	}
	out0 = in0 + a - 5;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = 1;

void main()
{
	int in0 = int(a_in0);

	if (true)
		int a = 42;
	out0 = a*in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = 1;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	if (true)
		int a = 42;
	out0 = a*in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

void main()
{
	int in0 = int(a_in0);

	int a = in0;
	{
		int a = a+5, b = a-5;
		out0 = b;
		a = 42;
	}
	out0 = out0 + a - in0;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int a = in0;
	{
		int a = a+5, b = a-5;
		out0 = b;
		a = 42;
	}
	out0 = out0 + a - in0;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(a_in0);

	int S = S(in0).val;
	out0 = S;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int S = S(in0).val;
	out0 = S;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(a_in0);

	S S = S(in0);
	out0 = S.val;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int val; };

void main()
{
	int in0 = int(v_in0 * 1.0025);

	S S = S(in0);
	out0 = S.val;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int foo (int x) { return x; }

void main()
{
	int in0 = int(a_in0);

	int foo = in0;
	out0 = foo;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int foo (int x) { return x; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	int foo = in0;
	out0 = foo;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int a = -1;

int func (int a) { return a; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int a = -1;

int func (int a) { return a; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


struct S { int x; };

int func (int S) { return S; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


struct S { int x; };

int func (int S) { return S; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;


int func (int func) { return func; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;


int func (int func) { return func; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

int func (int inp, int x) { { int x = 5; return inp + x - 5; } }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0, 42);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

int func (int inp, int x) { { int x = 5; return inp + x - 5; } }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0, 42);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_out0;
int out0;

int func (int inp, int x) { int x = 5; return inp + x - 5; }

void main()
{
	int in0 = int(a_in0);

	out0 = func(in0, 42);
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}

Compile status: true
scoping.valid.local_variable_hides_function_parameter_vertex: expected shaders to compile and link properly, but failed to compile.
loading: scoping.test
completed load request: scoping.test
Processing scoping.valid.local_variable_hides_global_variable_vertex
Processing scoping.valid.local_variable_hides_global_variable_fragment
Processing scoping.valid.block_variable_hides_local_variable_vertex
Processing scoping.valid.block_variable_hides_local_variable_fragment
Processing scoping.valid.block_variable_hides_global_variable_vertex
Processing scoping.valid.block_variable_hides_global_variable_fragment
Processing scoping.valid.for_init_statement_variable_hides_local_variable_vertex
Processing scoping.valid.for_init_statement_variable_hides_local_variable_fragment
Processing scoping.valid.for_init_statement_variable_hides_global_variable_vertex
Processing scoping.valid.for_init_statement_variable_hides_global_variable_fragment
Processing scoping.valid.variable_in_if_hides_global_variable_vertex
Processing scoping.valid.variable_in_if_hides_global_variable_fragment
Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_vertex
Processing scoping.valid.variable_from_outer_scope_visible_in_initializer_fragment
Processing scoping.valid.local_int_variable_hides_struct_type_vertex
Processing scoping.valid.local_int_variable_hides_struct_type_fragment
Processing scoping.valid.local_struct_variable_hides_struct_type_vertex
Processing scoping.valid.local_struct_variable_hides_struct_type_fragment
Processing scoping.valid.local_variable_hides_function_vertex
Processing scoping.valid.local_variable_hides_function_fragment
Processing scoping.valid.function_parameter_hides_global_variable_vertex
Processing scoping.valid.function_parameter_hides_global_variable_fragment
Processing scoping.valid.function_parameter_hides_struct_type_vertex
Processing scoping.valid.function_parameter_hides_struct_type_fragment
Processing scoping.valid.function_parameter_hides_function_vertex
Processing scoping.valid.function_parameter_hides_function_fragment
Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_vertex
Processing scoping.valid.local_variable_in_inner_scope_hides_function_parameter_fragment
Processing scoping.valid.local_variable_hides_function_parameter_vertex
ERROR: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing scoping.valid.local_variable_hides_function_parameter_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute float a_in0;
varying float v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
bool isOk (int a, int b) { return (a == b); }
varying float v_in0;
uniform int ref_out0;
int out0;

int func (int inp, int x) { int x = 5; return inp + x - 5; }

void main()
{
	int in0 = int(v_in0 * 1.0025);

	out0 = func(in0, 42);
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}

Compile status: false
ERROR: expected shaders to compile and link properly, but failed to compile.
scoping.valid.local_variable_hides_function_parameter_fragment: expected shaders to compile and link properly, but failed to compile.
FAIL expected shaders to compile and link properly, but failed to compile.
[object Object]
Processing scoping.invalid.redeclare_global_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


int a;
float a;

void main()
{
	a = 1.0;
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_global_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


int a;
float a;

void main()
{
	a = 1.0;
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.redeclare_local_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a;
	float a;
	a = 1.0;
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_local_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a;
	float a;
	a = 1.0;
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.redeclare_for_init_statement_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	for (int i = 0; i < 10; i++)
	{
		int i = 11;
	}
	gl_Position = vec4(0.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_for_init_statement_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	for (int i = 0; i < 10; i++)
	{
		int i = 11;
	}
	gl_FragColor = vec4(0.0);
}

Compile status: false
Processing scoping.invalid.redeclare_for_condition_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	for (int i = 0; int a = (i < 10); i++)
	{
		int a = 0;
	}
	gl_Position = vec4(0.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_for_condition_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	for (int i = 0; int a = (i < 10); i++)
	{
		int a = 0;
	}
	gl_FragColor = vec4(0.0);
}

Compile status: false
Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a;
	for (int i = 0; int i = (i < 10); i++)
	{
		a = sin(i);
	}
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_for_init_statement_variable_in_for_condition_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a;
	for (int i = 0; int i = (i < 10); i++)
	{
		a = sin(i);
	}
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.redeclare_while_condition_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a = 0;
	while (int i = (a < 5))
	{
		int i = 11;
		a += i;
	}
	gl_Position = vec4(0.0);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_while_condition_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a = 0;
	while (int i = (a < 5))
	{
		int i = 11;
		a += i;
	}
	gl_FragColor = vec4(0.0);
}

Compile status: false
Processing scoping.invalid.redeclare_function_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float x);
float func(float x);

float func(float x) { return x + 1.0; }

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
scoping.invalid.redeclare_function_vertex: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing scoping.invalid.redeclare_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float x);
float func(float x);

float func(float x) { return x + 1.0; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: true
ERROR: expected compilation to fail, but shaders compiled correctly.
scoping.invalid.redeclare_function_fragment: expected compilation to fail, but shaders compiled correctly.
FAIL expected compilation to fail, but shaders compiled correctly.
[object Object]
Processing scoping.invalid.redefine_function_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float x);

float func(float x) { return x + 1.0; }
float func(float x) { return x + 2.0; }

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redefine_function_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float x);

float func(float x) { return x + 1.0; }
float func(float x) { return x + 2.0; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: false
Processing scoping.invalid.redeclare_builtin_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float sin(float x);

void main()
{
	gl_Position = vec4(sin(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redeclare_builtin_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x);

void main()
{
	gl_FragColor = vec4(sin(1.0));
}

Compile status: false
Processing scoping.invalid.redefine_builtin_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float sin(float x) { return x + 1.0; }

void main()
{
	gl_Position = vec4(sin(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.redefine_builtin_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float sin(float x) { return x + 1.0; }

void main()
{
	gl_FragColor = vec4(sin(1.0));
}

Compile status: false
Processing scoping.invalid.conflict_function_struct_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void f(int x);
struct f { int x; };

void main()
{
	gl_Position = vec4(1);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.conflict_function_struct_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void f(int x);
struct f { int x; };

void main()
{
	gl_FragColor = vec4(1);
}

Compile status: false
Processing scoping.invalid.conflict_function_variable_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void f(int x);
float f;

void main()
{
	f = 1.0;
	gl_Position = vec4(f);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.conflict_function_variable_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void f(int x);
float f;

void main()
{
	f = 1.0;
	gl_FragColor = vec4(f);
}

Compile status: false
Processing scoping.invalid.use_global_variable_before_declaration_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void func()
{
	a = 2.0;
}

float a;

void main()
{
	func();
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_global_variable_before_declaration_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void func()
{
	a = 2.0;
}

float a;

void main()
{
	func();
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.use_local_variable_before_declaration_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a = 1.0;
	a = b;
	float b = 2.0;

	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_local_variable_before_declaration_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a = 1.0;
	a = b;
	float b = 2.0;

	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.use_struct_type_before_declaration_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float x) { return S(x).val; }
struct S { float val; };

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_struct_type_before_declaration_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float func (float x) { return S(x).val; }
struct S { float val; };

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: false
Processing scoping.invalid.use_function_before_declaration_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func (float x) { return bar(x); }
float bar (float x) { return x; }

void main()
{
	gl_Position = vec4(func(1.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_function_before_declaration_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float func (float x) { return bar(x); }
float bar (float x) { return x; }

void main()
{
	gl_FragColor = vec4(func(1.0));
}

Compile status: false
Processing scoping.invalid.use_variable_from_block_in_outer_scope_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	{
		float a = 1.0;
	}
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_block_in_outer_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	{
		float a = 1.0;
	}
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.use_variable_from_if_in_outer_scope_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	if (true)
		float a = 1.0;
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_if_in_outer_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (true)
		float a = 1.0;
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.use_variable_from_else_in_outer_scope_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	if (false)
		float a = 1.0;
	else
		float b = 2.0;
	gl_Position = vec4(b);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_else_in_outer_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	if (false)
		float a = 1.0;
	else
		float b = 2.0;
	gl_FragColor = vec4(b);
}

Compile status: false
Processing scoping.invalid.use_variable_from_if_in_else_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float a = 1.0;
	if (true)
	{
		float b = 2.0;
	}
	else
	{
		a = b;
	}
	gl_Position = vec4(a);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_if_in_else_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float a = 1.0;
	if (true)
	{
		float b = 2.0;
	}
	else
	{
		a = b;
	}
	gl_FragColor = vec4(a);
}

Compile status: false
Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float x = 0.0;
	for (int i = 0; i < 10; i++)
	{
		x += sin(i);
	}
	gl_Position = vec4(float(i));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_for_init_statement_in_outer_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = 0.0;
	for (int i = 0; i < 10; i++)
	{
		x += sin(i);
	}
	gl_FragColor = vec4(float(i));
}

Compile status: false
Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	int a = 1;
	while (bool b = (a == 1))
	{
		a++;
	}
	gl_Position = vec4(float(b));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_variable_from_while_condition_in_outer_scope_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	int a = 1;
	while (bool b = (a == 1))
	{
		a++;
	}
	gl_FragColor = vec4(float(b));
}

Compile status: false
Processing scoping.invalid.use_parameter_names_from_function_declaration_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


float func(float a, float b);

float func(float x, float y) { return a+b; }

void main()
{
	gl_Position = vec4(func(1.0, 2.0));
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.use_parameter_names_from_function_declaration_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


float func(float a, float b);

float func(float x, float y) { return a+b; }

void main()
{
	gl_FragColor = vec4(func(1.0, 2.0));
}

Compile status: false
Processing scoping.invalid.variable_not_visible_in_own_initializer_vertex
gluShaderProgram.Shader:
#version 100
precision mediump float;
attribute highp vec4 dEQP_Position;


void main()
{
	float x = x;
	gl_Position = vec4(x);
}

Compile status: false
gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;



void main()
 {
	gl_FragColor = vec4(1.0);
}

Compile status: true
Processing scoping.invalid.variable_not_visible_in_own_initializer_fragment
gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;

void main()
 {
	gl_Position = dEQP_Position;
}

Compile status: true
gluShaderProgram.Shader:
#version 100
precision mediump float;


void main()
{
	float x = x;
	gl_FragColor = vec4(x);
}

Compile status: false

Locals:
  page    : <gpu_tests.webgl_conformance.WebglConformancePage object at 0x372d050>
  results : <telemetry.internal.results.page_test_results.PageTestResults object at 0x372d190>
  tab     : <telemetry.internal.browser.tab.Tab object at 0x372db50>

[       OK ] WebglConformance.deqp_data_gles2_shaders_scoping (1463 ms)
[ RUN      ] WebglConformance.deqp_data_gles2_shaders_swizzles
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


void main()
{
	
	out0 = in0.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.xx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.xx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.xy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.xy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.yx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.yx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.yxy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.xyxx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.yyyy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


void main()
{
	
	out0 = in0.s;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230540:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.s;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.ss;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.ss;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.st;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.st;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.ts;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.ts;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.tst;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.stss;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.tttt;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying float out0;


void main()
{
	
	out0 = in0.r;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec2 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.r;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.rr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.rr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.rg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.rg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.gr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.gr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.grg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.rgrr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.gggg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec2 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.z;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.z;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.xz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230541:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.xz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.zz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.zz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.xyz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.xyz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.zyx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.zyx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.xxx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.xxx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.zzz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.zzz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.zzy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.zzy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.yxy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.xzx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.xzx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.xyyx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.xyyx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.zzzz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.zzzz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.s;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.s;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.p;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.p;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.sp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.sp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.pp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.pp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230542:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.stp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.stp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.pts;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.pts;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.sss;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.sss;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.ppp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.ppp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.ppt;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.ppt;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.tst;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.sps;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.sps;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.stts;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.stts;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.pppp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.pppp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.r;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.r;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying float out0;


void main()
{
	
	out0 = in0.b;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec3 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.b;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.rb;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.rb;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.bb;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.bb;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.rgb;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.rgb;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.bgr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230543:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.bgr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.rrr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.rrr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.bbb;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.bbb;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.bbg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.bbg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.grg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.rbr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.rbr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.rggr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.rggr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.bbbb;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec3 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.bbbb;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.x;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.x;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.w;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.w;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.wx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.wx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.wz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.wz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.www;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.www;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.yyw;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.yyw;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.wzy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.wzy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230544:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.xyzw;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.xyzw;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.wzyx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.wzyx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.xxxx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.xxxx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.yyyy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.wwww;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.wwww;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.wzzw;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.wzzw;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.wwwy;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.wwwy;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.xyxx;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.zzwz;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.zzwz;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.s;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.s;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230545:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.q;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.q;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.qs;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.qs;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.qp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.qp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.qqq;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.qqq;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.ttq;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.ttq;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.qpt;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.qpt;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.stpq;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.stpq;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.qpts;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.qpts;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.ssss;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.ssss;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.tttt;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.qqqq;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.qqqq;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.qppq;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.qppq;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.qqqt;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.qqqt;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.stss;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230546:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.ppqp;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.ppqp;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.r;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.r;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying float out0;


void main()
{
	
	out0 = in0.a;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }

varying float out0;
uniform float ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (float a, float b, float eps) { return (abs(a-b) <= (eps*abs(b) + eps)); }
varying vec4 in0;
uniform float ref_out0;
float out0;


void main()
{
	
	out0 = in0.a;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.ar;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.ar;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec2 out0;


void main()
{
	
	out0 = in0.ab;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec2 out0;
uniform vec2 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec2 a, vec2 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec2 ref_out0;
vec2 out0;


void main()
{
	
	out0 = in0.ab;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.aaa;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.aaa;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.gga;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.gga;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec3 out0;


void main()
{
	
	out0 = in0.abg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec3 out0;
uniform vec3 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec3 a, vec3 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec3 ref_out0;
vec3 out0;


void main()
{
	
	out0 = in0.abg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.rgba;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.rgba;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.abgr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.abgr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.rrrr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.rrrr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.gggg;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.aaaa;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.aaaa;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.abba;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.abba;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.aaag;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230547:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.aaag;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.rgrr;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 in0;
varying vec4 out0;


void main()
{
	
	out0 = in0.bbab;
	gl_Position = dEQP_Position;

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }

varying vec4 out0;
uniform vec4 ref_out0;

void main()
 {
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 in0;

void main()
 {
	gl_Position = dEQP_Position;
	in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (vec4 a, vec4 b, float eps) { return all(lessThanEqual(abs(a-b), (eps*abs(b) + eps))); }
varying vec4 in0;
uniform vec4 ref_out0;
vec4 out0;


void main()
{
	
	out0 = in0.bbab;
	bool RES = isOk(out0, ref_out0, 0.05);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.xx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.xx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.xy;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.xy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.yx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.yx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.yxy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.xyxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.yyyy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.ss;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.ss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.st;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.st;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.ts;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.ts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.tst;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230548:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.stss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.tttt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec2 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.rr;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.rr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.rg;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.rg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.gr;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.gr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.grg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.rgrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(a_in0);

	out0 = in0.gggg;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec2 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec2 in0 = ivec2(v_in0 * 1.0025);

	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.z;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.z;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.xz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.xz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.zz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.zz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.xyz;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.xyz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.zyx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230549:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.zyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.xxx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.xxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.zzz;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.zzz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.zzy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.zzy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.yxy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.xzx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.xzx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.xyyx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.xyyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.zzzz;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.zzzz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.p;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.p;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.sp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.sp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.pp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.pp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.stp;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.stp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.pts;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.pts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.sss;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.sss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230550:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.ppp;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.ppp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.ppt;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.ppt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.tst;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.sps;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.sps;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.stts;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.stts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.pppp;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.pppp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.b;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec3 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.b;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.rb;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.rb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.bb;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.bb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.rgb;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.rgb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.bgr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.bgr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.rrr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.rrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.bbb;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230551:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.bbb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.bbg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.bbg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.grg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.rbr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.rbr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.rggr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.rggr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(a_in0);

	out0 = in0.bbbb;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec3 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec3 in0 = ivec3(v_in0 * 1.0025);

	out0 = in0.bbbb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.w;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.w;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.www;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.www;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.yyw;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.yyw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wzy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wzy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.xyzw;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.xyzw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wzyx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wzyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.xxxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230552:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.xxxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.yyyy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wwww;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wwww;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wzzw;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wzzw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.wwwy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.wwwy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.xyxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.zzwz;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.zzwz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.q;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.q;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qs;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qs;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qqq;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qqq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.ttq;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.ttq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qpt;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qpt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.stpq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.stpq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230553:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qpts;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qpts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.ssss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.ssss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.tttt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qqqq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qqqq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qppq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qppq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.qqqt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.qqqt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.stss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.ppqp;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.ppqp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, int b) { float atemp = a+0.5; return (float(b) <= atemp && atemp <= float(b+1)); }

varying float v_out0;
uniform int ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (int a, int b) { return (a == b); }
varying vec4 v_in0;
uniform int ref_out0;
int out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.ar;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.ar;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.ab;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, ivec2 b) { return (ivec2(floor(a + 0.5)) == b); }

varying vec2 v_out0;
uniform ivec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec2 a, ivec2 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec2 ref_out0;
ivec2 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.ab;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.aaa;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.aaa;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.gga;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.gga;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230554:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.abg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, ivec3 b) { return (ivec3(floor(a + 0.5)) == b); }

varying vec3 v_out0;
uniform ivec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec3 a, ivec3 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec3 ref_out0;
ivec3 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.abg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.rgba;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.rgba;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.abgr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.abgr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.rrrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.rrrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.gggg;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.aaaa;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.aaaa;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.abba;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.abba;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.aaag;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.aaag;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.rgrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(a_in0);

	out0 = in0.bbab;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, ivec4 b) { return (ivec4(floor(a + 0.5)) == b); }

varying vec4 v_out0;
uniform ivec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (ivec4 a, ivec4 b) { return (a == b); }
varying vec4 v_in0;
uniform ivec4 ref_out0;
ivec4 out0;


void main()
{
	ivec4 in0 = ivec4(v_in0 * 1.0025);

	out0 = in0.bbab;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.xx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.xx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.xy;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.xy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.yx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.yx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.yxy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230555:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.xyxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.yyyy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.ss;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.ss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.st;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.st;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.ts;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.ts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.tst;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.stss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.tttt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec2 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.rr;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.rr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.rg;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.rg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.gr;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.gr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.grg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230556:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.rgrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(a_in0);

	out0 = in0.gggg;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec2 a_in0;
varying vec2 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec2 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec2 in0 = bvec2(v_in0);

	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.z;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.z;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.xz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.xz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.zz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.zz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.xyz;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.xyz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.zyx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.zyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.xxx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.xxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.zzz;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.zzz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.zzy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.zzy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.yxy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.yxy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.xzx;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.xzx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.xyyx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.xyyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.zzzz;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230557:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.zzzz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.p;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.p;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.sp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.sp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.pp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.pp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.stp;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.stp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.pts;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.pts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.sss;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.sss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.ppp;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.ppp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.ppt;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.ppt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.tst;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.tst;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.sps;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.sps;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.stts;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.stts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.pppp;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.pppp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230558:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.b;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec3 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.b;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.rb;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.rb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.bb;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.bb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.rgb;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.rgb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.bgr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.bgr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.rrr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.rrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.bbb;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.bbb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.bbg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.bbg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.grg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.grg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.rbr;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.rbr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.rggr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.rggr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(a_in0);

	out0 = in0.bbbb;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec3 a_in0;
varying vec3 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec3 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec3 in0 = bvec3(v_in0);

	out0 = in0.bbbb;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.x;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.x;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.w;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.w;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wx;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230559:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wz;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.www;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.www;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.yyw;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.yyw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wzy;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wzy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.xyzw;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.xyzw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wzyx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wzyx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.xxxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.xxxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.yyyy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.yyyy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wwww;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wwww;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wzzw;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wzzw;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.wwwy;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.wwwy;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.xyxx;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.xyxx;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.zzwz;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.zzwz;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.s;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230600:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.s;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.q;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.q;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qs;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qs;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qp;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qqq;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qqq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.ttq;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.ttq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qpt;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qpt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.stpq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.stpq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qpts;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qpts;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.ssss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.ssss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.tttt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.tttt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qqqq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qqqq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qppq;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qppq;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.qqqt;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.qqqt;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.stss;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.stss;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230601:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.ppqp;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.ppqp;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.r;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.r;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying float v_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.a;
	gl_Position = dEQP_Position;
v_out0 = float(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (float a, bool b) { return ((a > 0.5) == b); }

varying float v_out0;
uniform bool ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bool a, bool b) { return (a == b); }
varying vec4 v_in0;
uniform bool ref_out0;
bool out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.a;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.ar;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.ar;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec2 v_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.ab;
	gl_Position = dEQP_Position;
v_out0 = vec2(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec2 a, bvec2 b) { return (greaterThan(a, vec2(0.5)) == b); }

varying vec2 v_out0;
uniform bvec2 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec2 a, bvec2 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec2 ref_out0;
bvec2 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.ab;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.aaa;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.aaa;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.gga;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.gga;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec3 v_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.abg;
	gl_Position = dEQP_Position;
v_out0 = vec3(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec3 a, bvec3 b) { return (greaterThan(a, vec3(0.5)) == b); }

varying vec3 v_out0;
uniform bvec3 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec3 a, bvec3 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec3 ref_out0;
bvec3 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.abg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.rgba;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.rgba;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.abgr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.abgr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.rrrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.rrrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.gggg;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.gggg;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.aaaa;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.aaaa;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.abba;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.abba;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.aaag;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230602:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.aaag;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.rgrr;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.rgrr;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(a_in0);

	out0 = in0.bbab;
	gl_Position = dEQP_Position;
v_out0 = vec4(out0);

}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision mediump float;
precision mediump int;

bool isOk (vec4 a, bvec4 b) { return (greaterThan(a, vec4(0.5)) == b); }

varying vec4 v_out0;
uniform bvec4 ref_out0;

void main()
 {
	bool RES = isOk(v_out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);
}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
#version 100
precision highp float;
precision highp int;

attribute highp vec4 dEQP_Position;
attribute vec4 a_in0;
varying vec4 v_in0;

void main()
 {
	gl_Position = dEQP_Position;
	v_in0 = a_in0;
}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "gluShaderProgram.Shader:
precision mediump float;

bool isOk (bvec4 a, bvec4 b) { return (a == b); }
varying vec4 v_in0;
uniform bvec4 ref_out0;
bvec4 out0;


void main()
{
	bvec4 in0 = bvec4(v_in0);

	out0 = in0.bbab;
	bool RES = isOk(out0, ref_out0);
gl_FragColor = vec4(RES, RES, RES, 1.0);

}
", source:  (11)
[30242:30242:0702/230603:INFO:CONSOLE(11)] "Compile status: true", source:  (11)
[       OK ] WebglConformance.deqp_data_gles2_shaders_swizzles (23419 ms)
[  PASSED  ] 716 tests.

"/b/build/slave/GPU_Linux__NVIDIA_/build" \ "/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests/webgl_conformance_tests.xml" doesn't exist: Unable to generate JSON from XML, using log output.
[Running for master: "ChromiumWebkit"]
Generating json: builder_name:GPU Linux (NVIDIA), build_name:GPU Linux (NVIDIA), build_number:61083, results_directory:/b/build/slave/GPU_Linux__NVIDIA_/build/gtest-results/webgl_conformance_tests, builder_base_url:http://build.chromium.org/buildbot/gtest_results/GPU Linux (NVIDIA)/webgl_conformance_tests, webkit_revision:198258, chrome_revision:335d8d02f918273b0ea6a06c7da3c23321280244 test_results_server:test-results.appspot.com, test_type:webgl_conformance_tests, master_name:ChromiumWebkit
Uploading JSON files for builder: GPU Linux (NVIDIA)
JSON files uploaded.
exit code (as seen by runtest.py): 0
@@@STEP_TEXT@webgl_conformance_tests@@@
1 new files were left in /tmp: Fix the tests to clean up themselves.
 killed dbus-daemon with PID 30208
 cleared DBUS_SESSION_BUS_ADDRESS environment variable

@@@STEP_CURSOR webgl_conformance_tests@@@

@@@STEP_CURSOR webgl_conformance_tests@@@



--------------------------------------------------------------------------------
started: Thu Jul  2 22:55:11 2015
ended: Thu Jul  2 23:06:07 2015
duration: 10 mins, 55 secs
status: SUCCESS
status reason: